.float race_penalty;
-.float restart_jump;
-.float ladder_time;
-.entity ladder_entity;
.float gravity;
.float swamp_slowdown;
.float lastflags;
.string lastclassname;
.float() PlayerPhysplug;
+float AdjustAirAccelQW(float accelqw, float factor);
-// Client/server mappings
#ifdef CSQC
-.float watertype;
- #define PHYS_INPUT_ANGLES(s) input_angles
- #define PHYS_INPUT_BUTTONS(s) input_buttons
-
- #define PHYS_INPUT_TIMELENGTH input_timelength
-
- #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
-
- #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE
- #define GAMEPLAYFIX_NOGRAVITYONGROUND moveflags & MOVEFLAG_NOGRAVITYONGROUND
- #define GAMEPLAYFIX_Q2AIRACCELERATE moveflags & MOVEFLAG_Q2AIRACCELERATE
-
- #define IS_DUCKED(s) (s.pmove_flags & PMF_DUCKED)
- #define SET_DUCKED(s) s.pmove_flags |= PMF_DUCKED
- #define UNSET_DUCKED(s) s.pmove_flags &= ~PMF_DUCKED
-
- #define IS_JUMP_HELD(s) (s.pmove_flags & PMF_JUMP_HELD)
- #define SET_JUMP_HELD(s) s.pmove_flags |= PMF_JUMP_HELD
- #define UNSET_JUMP_HELD(s) s.pmove_flags &= ~PMF_JUMP_HELD
-
- #define IS_ONGROUND(s) (s.pmove_flags & PMF_ONGROUND)
- #define SET_ONGROUND(s) s.pmove_flags |= PMF_ONGROUND
- #define UNSET_ONGROUND(s) s.pmove_flags &= ~PMF_ONGROUND
-
- #define ITEMS(s) getstati(STAT_ITEMS, 0, 24)
- #define PHYS_AMMO_FUEL(s) getstatf(STAT_FUEL)
- #define PHYS_FROZEN(s) getstati(STAT_FROZEN)
-
- #define PHYS_ACCELERATE getstatf(STAT_MOVEVARS_ACCELERATE)
- #define PHYS_AIRACCEL_QW(s) getstatf(STAT_MOVEVARS_AIRACCEL_QW)
- #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) getstatf(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR)
- #define PHYS_AIRACCEL_SIDEWAYS_FRICTION getstatf(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION)
- #define PHYS_AIRACCELERATE getstatf(STAT_MOVEVARS_AIRACCELERATE)
- #define PHYS_AIRCONTROL getstatf(STAT_MOVEVARS_AIRCONTROL)
- #define PHYS_AIRCONTROL_PENALTY getstatf(STAT_MOVEVARS_AIRCONTROL_PENALTY)
- #define PHYS_AIRCONTROL_POWER getstatf(STAT_MOVEVARS_AIRCONTROL_POWER)
- #define PHYS_AIRSPEEDLIMIT_NONQW(s) getstatf(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW)
- #define PHYS_AIRSTOPACCELERATE getstatf(STAT_MOVEVARS_AIRSTOPACCELERATE)
- #define PHYS_AIRSTRAFEACCEL_QW(s) getstatf(STAT_MOVEVARS_AIRSTRAFEACCEL_QW)
- #define PHYS_AIRSTRAFEACCELERATE getstatf(STAT_MOVEVARS_AIRSTRAFEACCELERATE)
- #define PHYS_ENTGRAVITY(s) getstatf(STAT_MOVEVARS_ENTGRAVITY)
- #define PHYS_FRICTION getstatf(STAT_MOVEVARS_FRICTION)
- #define PHYS_GRAVITY getstatf(STAT_MOVEVARS_GRAVITY)
- #define PHYS_HIGHSPEED getstatf(STAT_MOVEVARS_HIGHSPEED)
- #define PHYS_JUMPVELOCITY getstatf(STAT_MOVEVARS_JUMPVELOCITY)
- #define PHYS_MAXAIRSPEED getstatf(STAT_MOVEVARS_MAXAIRSPEED)
- #define PHYS_MAXAIRSTRAFESPEED getstatf(STAT_MOVEVARS_MAXAIRSTRAFESPEED)
- #define PHYS_MAXSPEED(s) getstatf(STAT_MOVEVARS_MAXSPEED)
- #define PHYS_STEPHEIGHT getstatf(STAT_MOVEVARS_STEPHEIGHT)
- #define PHYS_STOPSPEED getstatf(STAT_MOVEVARS_STOPSPEED)
- #define PHYS_WARSOWBUNNY_ACCEL getstatf(STAT_MOVEVARS_WARSOWBUNNY_ACCEL)
- #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO getstatf(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO)
- #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL getstatf(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL)
- #define PHYS_WARSOWBUNNY_TOPSPEED getstatf(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED)
- #define PHYS_WARSOWBUNNY_TURNACCEL getstatf(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL)
-
- #define PHYS_JETPACK_ACCEL_UP getstatf(STAT_JETPACK_ACCEL_UP)
- #define PHYS_JETPACK_ACCEL_SIDE getstatf(STAT_JETPACK_ACCEL_SIDE)
- #define PHYS_JETPACK_ANTIGRAVITY getstatf(STAT_JETPACK_ANTIGRAVITY)
- #define PHYS_JETPACK_FUEL getstatf(STAT_JETPACK_FUEL)
- #define PHYS_JETPACK_MAXSPEED_UP getstatf(STAT_JETPACK_MAXSPEED_UP)
- #define PHYS_JETPACK_MAXSPEED_SIDE getstatf(STAT_JETPACK_MAXSPEED_SIDE)
-
- #define PHYS_BUTTON_HOOK(s) (input_buttons & 32)
-
- #define PHYS_DODGING_FROZEN getstati(STAT_DODGING_FROZEN)
+.float watertype;
#elif defined(SVQC)
+.float stat_sv_airaccel_qw;
+.float stat_sv_airstrafeaccel_qw;
+.float stat_sv_airspeedlimit_nonqw;
+.float stat_sv_maxspeed;
+.float stat_movement_highspeed;
+
+.float stat_doublejump;
+
+.float stat_jumpspeedcap_min;
+.float stat_jumpspeedcap_max;
+.float stat_jumpspeedcap_disable_onramps;
+
+.float stat_jetpack_accel_side;
+.float stat_jetpack_accel_up;
+.float stat_jetpack_antigravity;
+.float stat_jetpack_fuel;
+.float stat_jetpack_maxspeed_up;
+.float stat_jetpack_maxspeed_side;
+
+void Physics_AddStats()
+{
+ // g_movementspeed hack
+ addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
+ addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
+ addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
+ addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
+ addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
+
+ // jet pack
+ addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
+ addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
+ addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
+ addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
+ addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
+ addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
+
+ // hack to fix track_canjump
+ addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
+
+ // double jump
+ addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
+
+ // jump speed caps
+ addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
+ addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
+ addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
+}
- #define PHYS_INPUT_ANGLES(s) s.v_angle
- // TODO: cache
- #define PHYS_INPUT_BUTTONS(s) (s.BUTTON_ATCK + 2 * s.BUTTON_JUMP + 4 * s.BUTTON_ATCK2 + 8 * s.BUTTON_ZOOM + 16 * s.BUTTON_CROUCH + 32 * s.BUTTON_HOOK + 64 * s.BUTTON_USE + 128 * (s.movement_x < 0) + 256 * (s.movement_x > 0) + 512 * (s.movement_y < 0) + 1024 * (s.movement_y > 0))
-
- #define PHYS_INPUT_TIMELENGTH frametime
-
- #define PHYS_INPUT_MOVEVALUES(s) s.movement
-
- #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE autocvar_sv_gameplayfix_gravityunaffectedbyticrate
- #define GAMEPLAYFIX_NOGRAVITYONGROUND cvar("sv_gameplayfix_nogravityonground")
- #define GAMEPLAYFIX_Q2AIRACCELERATE autocvar_sv_gameplayfix_q2airaccelerate
-
- #define IS_DUCKED(s) s.crouch
- #define SET_DUCKED(s) s.crouch = TRUE
- #define UNSET_DUCKED(s) s.crouch = FALSE
-
- #define IS_JUMP_HELD(s) (s.flags & FL_JUMPRELEASED == 0)
- #define SET_JUMP_HELD(s) s.flags &= ~FL_JUMPRELEASED
- #define UNSET_JUMP_HELD(s) s.flags |= FL_JUMPRELEASED
-
- #define IS_ONGROUND(s) (s.flags & FL_ONGROUND)
- #define SET_ONGROUND(s) s.flags |= FL_ONGROUND
- #define UNSET_ONGROUND(s) s.flags &= ~FL_ONGROUND
-
- #define ITEMS(s) s.items
- #define PHYS_AMMO_FUEL(s) s.ammo_fuel
- #define PHYS_FROZEN(s) s.frozen
-
- #define PHYS_ACCELERATE autocvar_sv_accelerate
- #define PHYS_AIRACCEL_QW(s) s.stat_sv_airaccel_qw
- #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) autocvar_sv_airaccel_qw_stretchfactor
- #define PHYS_AIRACCEL_SIDEWAYS_FRICTION autocvar_sv_airaccel_sideways_friction
- #define PHYS_AIRACCELERATE autocvar_sv_airaccelerate
- #define PHYS_AIRCONTROL autocvar_sv_aircontrol
- #define PHYS_AIRCONTROL_PENALTY autocvar_sv_aircontrol_penalty
- #define PHYS_AIRCONTROL_POWER autocvar_sv_aircontrol_power
- #define PHYS_AIRSPEEDLIMIT_NONQW(s) s.stat_sv_airspeedlimit_nonqw
- #define PHYS_AIRSTOPACCELERATE autocvar_sv_airstopaccelerate
- #define PHYS_AIRSTRAFEACCEL_QW(s) s.stat_sv_airstrafeaccel_qw
- #define PHYS_AIRSTRAFEACCELERATE autocvar_sv_airstrafeaccelerate
- #define PHYS_ENTGRAVITY(s) s.gravity
- #define PHYS_FRICTION autocvar_sv_friction
- #define PHYS_GRAVITY autocvar_sv_gravity
- #define PHYS_HIGHSPEED autocvar_g_movement_highspeed
- #define PHYS_JUMPVELOCITY autocvar_sv_jumpvelocity
- #define PHYS_MAXAIRSPEED autocvar_sv_maxairspeed
- #define PHYS_MAXAIRSTRAFESPEED autocvar_sv_maxairstrafespeed
- #define PHYS_MAXSPEED(s) s.stat_sv_maxspeed
- #define PHYS_STEPHEIGHT autocvar_sv_stepheight
- #define PHYS_STOPSPEED autocvar_sv_stopspeed
- #define PHYS_WARSOWBUNNY_ACCEL autocvar_sv_warsowbunny_accel
- #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO autocvar_sv_warsowbunny_backtosideratio
- #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL autocvar_sv_warsowbunny_airforwardaccel
- #define PHYS_WARSOWBUNNY_TOPSPEED autocvar_sv_warsowbunny_topspeed
- #define PHYS_WARSOWBUNNY_TURNACCEL autocvar_sv_warsowbunny_turnaccel
-
- #define PHYS_JETPACK_ACCEL_UP autocvar_g_jetpack_acceleration_up
- #define PHYS_JETPACK_ACCEL_SIDE autocvar_g_jetpack_acceleration_side
- #define PHYS_JETPACK_ANTIGRAVITY autocvar_g_jetpack_antigravity
- #define PHYS_JETPACK_FUEL autocvar_g_jetpack_fuel
- #define PHYS_JETPACK_MAXSPEED_UP autocvar_g_jetpack_maxspeed_up
- #define PHYS_JETPACK_MAXSPEED_SIDE autocvar_g_jetpack_maxspeed_side
-
- #define PHYS_BUTTON_HOOK(s) s.BUTTON_HOOK
-
- #define PHYS_DODGING_FROZEN autocvar_sv_dodging_frozen
-
+void Physics_UpdateStats(float maxspd_mod)
+{
+ self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
+ if (autocvar_sv_airstrafeaccel_qw)
+ self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
+ else
+ self.stat_sv_airstrafeaccel_qw = 0;
+ self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
+ self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
+ self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
+
+ self.stat_doublejump = PHYS_DOUBLEJUMP;
+
+ self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
+ self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
+ self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
+ self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
+ self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
+ self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
+
+ self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
+ self.stat_jumpspeedcap_max = PHYS_JUMPSPEEDCAP_MAX;
+ self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
+}
#endif
float IsMoveInDirection(vector mv, float angle) // key mix factor
: a * pow(fabs(b / a), lerp);
}
-#ifdef CSQC
-float pmove_waterjumptime; // weird engine flag we shouldn't really use but have to for now
-#endif
+noref float pmove_waterjumptime;
const float unstick_count = 27;
vector unstick_offsets[unstick_count] =
'-0.125 0.125 -0.125', '0.125 0.125 -0.125',
};
-void CSQC_ClientMovement_Unstick()
+void PM_ClientMovement_Unstick()
{
float i;
for (i = 0; i < unstick_count; i++)
}
}
-#ifdef CSQC
-void CSQC_ClientMovement_UpdateStatus()
+void PM_ClientMovement_UpdateStatus()
{
// make sure player is not stuck
- CSQC_ClientMovement_Unstick();
+ PM_ClientMovement_Unstick();
// set crouched
- if (PHYS_INPUT_BUTTONS(self) & 16)
+ if (PHYS_INPUT_BUTTON_CROUCH(self))
{
// wants to crouch, this always works..
if (!IS_DUCKED(self))
SET_ONGROUND(self);
// this code actually "predicts" an impact; so let's clip velocity first
- float f = dotproduct(self.velocity, trace_plane_normal);
+ float f = self.velocity * trace_plane_normal;
if (f < 0) // only if moving downwards actually
self.velocity -= f * trace_plane_normal;
}
pmove_waterjumptime = 0;
}
-void CSQC_ClientMovement_Move()
+void PM_ClientMovement_Move()
{
+#ifdef CSQC
float t = PHYS_INPUT_TIMELENGTH;
vector primalvelocity = self.velocity;
- CSQC_ClientMovement_UpdateStatus();
+ PM_ClientMovement_UpdateStatus();
float bump = 0;
for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++)
{
float old_trace2_fraction = trace_fraction;
vector old_trace2_plane_normal = trace_plane_normal;
tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
- //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
// accept the new trace if it made some progress
if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
{
t -= t * trace_fraction;
- float f = dotproduct(self.velocity, trace_plane_normal);
+ float f = self.velocity * trace_plane_normal;
self.velocity -= f * trace_plane_normal;
}
if (pmove_waterjumptime > 0)
self.velocity = primalvelocity;
-}
#endif
+}
void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
{
- float k;
-#if 0
- // this doesn't play well with analog input
- if (PHYS_INPUT_MOVEVALUES(self).x == 0 || PHYS_INPUT_MOVEVALUES(self).y != 0)
- return; // can't control movement if not moving forward or backward
- k = 32;
-#else
- k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
+ float k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
if (k <= 0)
return;
-#endif
k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
PlayerJump
When you press the jump key
+returns TRUE if handled
=============
*/
-void PlayerJump (void)
+float PlayerJump (void)
{
-#ifdef SVQC
if (PHYS_FROZEN(self))
- return; // no jumping in freezetag when frozen
+ return TRUE; // no jumping in freezetag when frozen
+#ifdef SVQC
if (self.player_blocked)
- return; // no jumping while blocked
+ return TRUE; // no jumping while blocked
+#endif
float doublejump = FALSE;
- float mjumpheight = autocvar_sv_jumpvelocity;
+ float mjumpheight = PHYS_JUMPVELOCITY;
player_multijump = doublejump;
player_jumpheight = mjumpheight;
+#ifdef SVQC
if (MUTATOR_CALLHOOK(PlayerJump))
- return;
+#elif defined(CSQC)
+ if(PM_multijump_checkjump())
+#endif
+ return TRUE;
doublejump = player_multijump;
mjumpheight = player_jumpheight;
- if (autocvar_sv_doublejump)
+ if (PHYS_DOUBLEJUMP)
{
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
- self.velocity_z = self.stat_sv_maxspeed * 0.7;
- return;
+ self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
+ return TRUE;
}
if (!doublejump)
- if (!(self.flags & FL_ONGROUND))
- return;
+ if (!IS_ONGROUND(self))
+ return IS_JUMP_HELD(self);
- if (self.cvar_cl_movement_track_canjump)
- if (!(self.flags & FL_JUMPRELEASED))
- return;
+ if (PHYS_TRACK_CANJUMP(self))
+ if (IS_JUMP_HELD(self))
+ return TRUE;
// sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
// velocity bounds. Final velocity is bound between (jumpheight *
// min + jumpheight) and (jumpheight * max + jumpheight);
- if (autocvar_sv_jumpspeedcap_min != "")
+ if(PHYS_JUMPSPEEDCAP_MIN)
{
- float minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
+ float minjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MIN;
if (self.velocity_z < minjumpspeed)
mjumpheight += minjumpspeed - self.velocity_z;
}
- if (autocvar_sv_jumpspeedcap_max != "")
+ if(PHYS_JUMPSPEEDCAP_MAX)
{
// don't do jump speedcaps on ramps to preserve old xonotic ramjump style
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
- if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
+ if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
{
- float maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
+ float maxjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MAX;
if (self.velocity_z > maxjumpspeed)
mjumpheight -= self.velocity_z - maxjumpspeed;
}
}
- if (!(self.lastflags & FL_ONGROUND))
+ if (!WAS_ONGROUND(self))
{
- if (autocvar_speedmeter)
+ if(autocvar_speedmeter)
dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
- if (self.lastground < time - 0.3)
+ if(self.lastground < time - 0.3)
{
- self.velocity_x *= (1 - autocvar_sv_friction_on_land);
- self.velocity_y *= (1 - autocvar_sv_friction_on_land);
+ self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
+ self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
}
- if (self.jumppadcount > 1)
+ if(self.jumppadcount > 1)
dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
self.jumppadcount = 0;
}
- self.oldvelocity_z = self.velocity_z += mjumpheight;
+ self.velocity_z += mjumpheight;
+
+ UNSET_ONGROUND(self);
+ SET_JUMP_HELD(self);
+
+#ifdef SVQC
- self.flags &= ~FL_ONGROUND;
- self.flags &= ~FL_JUMPRELEASED;
+ self.oldvelocity_z = self.velocity_z;
animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
if (autocvar_g_jump_grunt)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-
- self.restart_jump = -1; // restart jump anim next time
- // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
#endif
+ return TRUE;
}
void CheckWaterJump()
{
-#ifdef SVQC
-
// check for a jump-out-of-water
- makevectors(self.angles);
+ makevectors(PHYS_INPUT_ANGLES(self));
vector start = self.origin;
start_z += 8;
v_forward_z = 0;
traceline(start, end, TRUE, self);
if (trace_fraction == 1)
{ // open at eye level
- self.flags |= FL_WATERJUMP;
self.velocity_z = 225;
- self.flags &= ~FL_JUMPRELEASED;
+#ifdef SVQC
+ self.flags |= FL_WATERJUMP;
+ SET_JUMP_HELD(self);
self.teleport_time = time + 2; // safety net
+#endif
}
}
-#endif
}
+
+#ifdef SVQC
+ #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
+#elif defined(CSQC)
+ float autocvar_cl_jetpack_jump;
+ #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
+#endif
+.float jetpack_stopped;
+// Hack: shouldn't need to know about this
+.float multijump_count;
void CheckPlayerJump()
{
#ifdef SVQC
- if (self.BUTTON_JUMP)
- PlayerJump();
+ float was_flying = ITEMS(self) & IT_USING_JETPACK;
+#endif
+ if (JETPACK_JUMP(self) < 2)
+#ifdef SVQC
+ ITEMS(self) &= ~IT_USING_JETPACK;
+#endif
+
+ if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+ {
+#ifdef SVQC
+ float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
+ float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
+ float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO;
+#else
+ PlayerJump(); // Client only
+ float has_fuel = TRUE; // TODO
+#endif
+ if (!(ITEMS(self) & IT_JETPACK)) { }
+ else if (self.jetpack_stopped) { }
+ else if (!has_fuel)
+ {
+#ifdef SVQC
+ if (was_flying) // TODO: ran out of fuel message
+ Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+ else if (activate)
+ Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+#endif
+ self.jetpack_stopped = TRUE;
+#ifdef SVQC
+ ITEMS(self) &= ~IT_USING_JETPACK;
+#endif
+ }
+#ifdef SVQC
+ else if (activate && !PHYS_FROZEN(self))
+ ITEMS(self) |= IT_USING_JETPACK;
+#endif
+ }
else
- self.flags |= FL_JUMPRELEASED;
+ {
+ self.jetpack_stopped = FALSE;
+#ifdef SVQC
+ ITEMS(self) &= ~IT_USING_JETPACK;
+#endif
+ }
+ if (!PHYS_INPUT_BUTTON_JUMP(self))
+ UNSET_JUMP_HELD(self);
if (self.waterlevel == WATERLEVEL_SWIMMING)
CheckWaterJump();
-#endif
}
float racecar_angle(float forward, float down)
vector rigvel;
vector angles_save = self.angles;
- float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / self.stat_sv_maxspeed, 1);
- float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / self.stat_sv_maxspeed, 1);
+ float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / PHYS_MAXSPEED(self), 1);
+ float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / PHYS_MAXSPEED(self), 1);
if (g_bugrigs_reverse_speeding)
{
self.angles_z = 0;
makevectors(self.angles); // new forward direction!
- if (self.flags & FL_ONGROUND || g_bugrigs_air_steering)
+ if (IS_ONGROUND(self) || g_bugrigs_air_steering)
{
float myspeed = self.velocity * v_forward;
float upspeed = self.velocity * v_up;
+
'0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
);
- self.flags |= FL_ONGROUND;
+ SET_ONGROUND(self);
}
else
{
// now set angles_x so that the car points forward, but is tilted in velocity direction
- self.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(self);
}
self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
#ifdef SVQC
if (time >= self.spider_slowness)
return;
- self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
+ PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
self.stat_sv_airspeedlimit_nonqw *= 0.5;
#endif
}
void PM_check_vortex(void)
{
#ifdef SVQC
+ // WEAPONTODO
float xyspeed = vlen(vec2(self.velocity));
- if (self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
+ if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
{
// add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
- xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
- float f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
+ xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
+ float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
// add the extra charge
- self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * PHYS_INPUT_TIMELENGTH);
+ self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
}
#endif
}
void PM_fly(float maxspd_mod)
{
// noclipping or flying
- self.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(self);
self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
makevectors(PHYS_INPUT_ANGLES(self));
+ '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- if (wishspeed > PHYS_MAXSPEED(self) * maxspd_mod)
- wishspeed = PHYS_MAXSPEED(self) * maxspd_mod;
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
if (time >= self.teleport_time)
PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
}
// swimming
UNSET_ONGROUND(self);
+ float jump = PHYS_INPUT_BUTTON_JUMP(self);
+ // water jump only in certain situations
+ // this mimics quakeworld code
+ if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
+ {
+ vector yawangles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
+ makevectors(yawangles);
+ vector forward = v_forward;
+ vector spot = self.origin + 24 * forward;
+ spot_z += 8;
+ traceline(spot, spot, MOVE_NOMONSTERS, self);
+ if (trace_startsolid)
+ {
+ spot_z += 24;
+ traceline(spot, spot, MOVE_NOMONSTERS, self);
+ if (!trace_startsolid)
+ {
+ self.velocity = forward * 50;
+ self.velocity_z = 310;
+ pmove_waterjumptime = 2;
+ UNSET_ONGROUND(self);
+ SET_JUMP_HELD(self);
+ }
+ }
+ }
makevectors(PHYS_INPUT_ANGLES(self));
//wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
wishvel = '0 0 -60'; // drift towards bottom
vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
- wishspeed = wishspeed * 0.7;
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
- // water friction
- self.velocity *= (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
-#ifdef CSQC
- float addspeed = wishspeed - dotproduct(self.velocity, wishdir);
- if (addspeed > 0)
- {
- float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
- self.velocity += accelspeed * wishdir;
- }
- float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
- if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
- self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
- if (self.velocity * self.velocity)
- CSQC_ClientMovement_Move();
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
- self.velocity_z -= g * 0.5;
-#endif
+// if (pmove_waterjumptime <= 0) // TODO: use
+ {
+ // water friction
+ float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
+ f = min(max(0, f), 1);
+ self.velocity *= f;
-#ifdef SVQC
+ f = wishspeed - self.velocity * wishdir;
+ if (f > 0)
+ {
+ float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
+ self.velocity += accelspeed * wishdir;
+ }
+
+ // holding jump button swims upward slowly
+ if (jump)
+ {
+#if 0
+ if (self.watertype & CONTENT_LAVA)
+ self.velocity_z = 50;
+ else if (self.watertype & CONTENT_SLIME)
+ self.velocity_z = 80;
+ else
+ {
+ if (IS_NEXUIZ_DERIVED(gamemode))
+#endif
+ self.velocity_z = 200;
+#if 0
+ else
+ self.velocity_z = 100;
+ }
+#endif
+ }
+ }
+ PM_ClientMovement_Move();
// water acceleration
PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
-#endif
}
void PM_ladder(float maxspd_mod)
{
-#ifdef SVQC
// on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
- self.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(self);
float g;
g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
makevectors(PHYS_INPUT_ANGLES(self));
//wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
- vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
- + v_right * PHYS_INPUT_MOVEVALUES(self).y
- + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
+ + v_right * PHYS_INPUT_MOVEVALUES(self)_y
+ + '0 0 1' * PHYS_INPUT_MOVEVALUES(self)_z;
self.velocity_z += g;
if (self.ladder_entity.classname == "func_water")
{
}
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), self.stat_sv_maxspeed * maxspd_mod);
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+ PM_ClientMovement_Move();
+#ifdef SVQC
if (time >= self.teleport_time)
+#endif
// water acceleration
PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
+}
+
+void PM_check_jumppad()
+{
+#ifdef CSQC
+ entity oldself = self;
+
+ for(self = world; (self = find(self, classname, "jumppad")); )
+ trigger_push_draw();
+
+ self = oldself;
#endif
}
{
//makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
makevectors(PHYS_INPUT_ANGLES(self));
- vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
- + v_right * PHYS_INPUT_MOVEVALUES(self).y;
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
+ + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
// add remaining speed as Z component
float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod);
// fix speedhacks :P
#ifdef SVQC
if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
-
- self.items |= IT_USING_JETPACK;
+
+ ITEMS(self) |= IT_USING_JETPACK;
// jetpack also inhibits health regeneration, but only for 1 second
self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
#endif
}
+
+#ifdef CSQC
+ float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+ else
+ self.velocity_z -= g;
+ PM_ClientMovement_Move();
+ if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+#endif
}
+#ifdef SVQC
+void SV_WalkMove ()
+{
+ // if PHYS_INPUT_TIMELENGTH is 0 (due to client sending the same timestamp twice),
+ // don't move
+ if (PHYS_INPUT_TIMELENGTH <= 0)
+ return;
+
+// if (autocvar_sv_gameplayfix_unstickplayers)
+// SV_CheckStuck (self);
+
+// applygravity = !SV_CheckWater(self) && self.movetype == MOVETYPE_WALK && !(self.flags & FL_WATERJUMP);
+
+// hitsupercontentsmask = SV_GenericHitSuperContentsMask(self);
+
+// SV_CheckVelocity(self);
+
+ // do a regular slide move unless it looks like you ran into a step
+// float oldonground = self.flags & FL_ONGROUND;
+
+ vector start_origin = self.origin;
+ vector start_velocity = self.velocity;
+
+ float clip = 0;
+// clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, NULL, hitsupercontentsmask, sv_gameplayfix_stepmultipletimes.integer ? sv_stepheight.value : 0);
+
+// if(sv_gameplayfix_downtracesupportsongroundflag.integer)
+// if(!(clip & 1))
+ {
+ // only try this if there was no floor in the way in the trace (no,
+ // this check seems to be not REALLY necessary, because if clip & 1,
+ // our trace will hit that thing too)
+ vector upmove = self.origin;
+ upmove_z++;
+ vector downmove = self.origin;
+ upmove_z--;
+ float type;
+ if (self.movetype == MOVETYPE_FLYMISSILE)
+ type = MOVE_MISSILE;
+ else if (self.movetype == MOVETYPE_FLY_WORLDONLY)
+ type = MOVE_WORLDONLY;
+ else if (self.solid == SOLID_TRIGGER || self.solid == SOLID_NOT)
+ type = MOVE_NOMONSTERS; // only clip against bmodels
+ else
+ type = MOVE_NORMAL;
+ vector entmins = self.mins;
+ vector entmaxs = self.maxs;
+ tracebox(upmove, entmins, entmaxs, downmove, type, self);
+ if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
+ clip |= 1; // but we HAVE found a floor
+ }
+
+ // if the move did not hit the ground at any point, we're not on ground
+// if(!(clip & 1))
+// self.flags = self.flags & ~FL_ONGROUND;
+
+// SV_CheckVelocity(self);
+// SV_LinkEdict(self);
+// SV_LinkEdict_TouchAreaGrid(self);
+
+ if(clip & 8) // teleport
+ return;
+
+ if (self.flags & FL_WATERJUMP)
+ return;
+
+// if (autocvar_sv_nostep)
+// return;
+
+ vector originalmove_origin = self.origin;
+ vector originalmove_velocity = self.velocity;
+ float originalmove_flags = self.flags;
+ entity originalmove_groundentity = self.groundentity;
+
+ // if move didn't block on a step, return
+ if (clip & 2)
+ {
+ // if move was not trying to move into the step, return
+ if (fabs(start_velocity_x) < 0.03125 && fabs(start_velocity_y) < 0.03125)
+ return;
+
+ if (self.movetype != MOVETYPE_FLY)
+ {
+ // return if gibbed by a trigger
+ if (self.movetype != MOVETYPE_WALK)
+ return;
+
+ // return if attempting to jump while airborn (unless sv_jumpstep)
+// if (!autocvar_sv_jumpstep)
+// if (!oldonground && PRVM_serveredictfloat(self, waterlevel) == 0)
+// return;
+ }
+
+ // try moving up and forward to go up a step
+ // back to start pos
+ self.origin = start_origin;
+ self.velocity = start_velocity;
+
+ // move up
+ vector upmove = '0 0 0';
+ upmove_z = autocvar_sv_stepheight;
+// if(!SV_PushEntity(&trace, self, upmove, true))
+// {
+// // we got teleported when upstepping... must abort the move
+// return;
+// }
+
+ // move forward
+ self.velocity_z = 0;
+// clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, stepnormal, hitsupercontentsmask, 0);
+ self.velocity_z += start_velocity_z;
+// if(clip & 8)
+// {
+// // we got teleported when upstepping... must abort the move
+// // note that z velocity handling may not be what QC expects here, but we cannot help it
+// return;
+// }
+
+// SV_CheckVelocity(self);
+// SV_LinkEdict(self);
+// SV_LinkEdict_TouchAreaGrid(self);
+
+ // check for stuckness, possibly due to the limited precision of floats
+ // in the clipping hulls
+ if (clip
+ && fabs(originalmove_origin_y - self.origin_y < 0.03125)
+ && fabs(originalmove_origin_x - self.origin_x < 0.03125))
+ {
+ //Con_Printf("wall\n");
+ // stepping up didn't make any progress, revert to original move
+ self.origin = originalmove_origin;
+ self.velocity = originalmove_velocity;
+ self.flags = originalmove_flags;
+ self.groundentity = originalmove_groundentity;
+ return;
+ }
+
+ //Con_Printf("step - ");
+
+ // extra friction based on view angle
+// if (clip & 2 && sv_wallfriction.integer)
+// SV_WallFriction (self, stepnormal);
+ }
+ // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
+// else if (!autocvar_sv_gameplayfix_stepdown || self.waterlevel >= 3 || start_velocity_z >= (1.0 / 32.0) || !oldonground || (self.flags & FL_ONGROUND))
+// return;
+
+ // move down
+ vector downmove = '0 0 0';
+ downmove_z = -autocvar_sv_stepheight + start_velocity_z*PHYS_INPUT_TIMELENGTH;
+// if(!SV_PushEntity (&downtrace, self, downmove, true))
+// {
+// // we got teleported when downstepping... must abort the move
+// return;
+// }
+
+ if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
+ {
+ // this has been disabled so that you can't jump when you are stepping
+ // up while already jumping (also known as the Quake2 double jump bug)
+ }
+ else
+ {
+ //Con_Printf("slope\n");
+ // if the push down didn't end up on good ground, use the move without
+ // the step up. This happens near wall / slope combinations, and can
+ // cause the player to hop up higher on a slope too steep to climb
+ self.origin = originalmove_origin;
+ self.velocity = originalmove_velocity;
+ self.flags = originalmove_flags;
+ self.groundentity = originalmove_groundentity;
+ }
+// SV_CheckVelocity(self);
+// SV_LinkEdict(self);
+// SV_LinkEdict_TouchAreaGrid(self);
+}
+#endif
void PM_walk(float buttons_prev, float maxspd_mod)
{
-#ifdef SVQC
- // we get here if we ran out of ammo
- if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
- sprint(self, "You don't have any fuel for the ^2Jetpack\n");
-#endif
- // walking
- makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
- vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
- + v_right * PHYS_INPUT_MOVEVALUES(self).y;
-
-#ifdef SVQC
- if (!(self.lastflags & FL_ONGROUND))
+ if (!WAS_ONGROUND(self))
{
if (autocvar_speedmeter)
dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
if (self.lastground < time - 0.3)
- self.velocity *= (1 - autocvar_sv_friction_on_land);
+ self.velocity *= (1 - PHYS_FRICTION_ONLAND);
if (self.jumppadcount > 1)
dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
self.jumppadcount = 0;
}
-#endif
+ // walking
+ makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ + v_right * PHYS_INPUT_MOVEVALUES(self).y;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
+
+ wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
- vector v = self.velocity;
- v_z = 0;
- float f = vlen(v);
+ // apply edge friction
+ float f = vlen(vec2(self.velocity));
if (f > 0)
{
+ // TODO: apply edge friction
+ // apply ground friction
f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
f = max(0, f);
self.velocity *= f;
v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
*/
}
-
- // acceleration
- vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
- if (IS_DUCKED(self))
- wishspeed *= 0.5;
-#ifdef SVQC
- if (time >= self.teleport_time)
- PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
-#endif
-
-#ifdef CSQC
- float addspeed = wishspeed - dotproduct(self.velocity, wishdir);
+ float addspeed = wishspeed - self.velocity * wishdir;
if (addspeed > 0)
{
float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
if (self.velocity * self.velocity)
- CSQC_ClientMovement_Move();
+ PM_ClientMovement_Move();
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
self.velocity_z -= g * 0.5;
-#endif
}
void PM_air(float buttons_prev, float maxspd_mod)
{
-#ifdef SVQC
- // we get here if we ran out of ammo
- if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && PHYS_AMMO_FUEL(self) < 0.01)
- sprint(self, "You don't have any fuel for the ^2Jetpack\n");
-#endif
- float maxairspd, airaccel;
- maxairspd = PHYS_MAXAIRSPEED * min(maxspd_mod, 1);
- airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
- // airborn
makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ v_right * PHYS_INPUT_MOVEVALUES(self).y;
// acceleration
vector wishdir = normalize(wishvel);
float wishspeed = vlen(wishvel);
- float wishspeed0 = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
- wishspeed = min(wishspeed, maxairspd);
- if (IS_DUCKED(self))
- wishspeed *= 0.5;
+
#ifdef SVQC
if (time >= self.teleport_time)
#else
if (pmove_waterjumptime <= 0)
#endif
{
+ float maxairspd = PHYS_MAXAIRSPEED * min(maxspd_mod, 1);
+
+ // apply air speed limit
float airaccelqw = PHYS_AIRACCEL_QW(self);
+ float wishspeed0 = wishspeed;
+ wishspeed = min(wishspeed, maxairspd);
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
+ float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
+
float accelerating = (self.velocity * wishdir > 0);
float wishspeed2 = wishspeed;
- // CPM
+ // CPM: air control
if (PHYS_AIRSTOPACCELERATE)
{
vector curdir = normalize(vec2(self.velocity));
if (PHYS_AIRSTRAFEACCELERATE)
airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE*maxspd_mod);
if (PHYS_AIRSTRAFEACCEL_QW(self))
- airaccelqw = copysign(1-GeomLerp(1-fabs(PHYS_AIRACCEL_QW(self)), strafity, 1-fabs(PHYS_AIRSTRAFEACCEL_QW(self))), ((strafity > 0.5) ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)));
+ airaccelqw =
+ (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
+ *
+ (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
// !CPM
if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(self).y == 0 && PHYS_INPUT_MOVEVALUES(self).x != 0)
- PM_AirAccelerate(wishdir, wishspeed);
+ PM_AirAccelerate(wishdir, wishspeed2);
else
PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
if (PHYS_AIRCONTROL)
CPM_PM_Aircontrol(wishdir, wishspeed2);
}
-#ifdef CSQC
float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
self.velocity_z -= g * 0.5;
else
self.velocity_z -= g;
- CSQC_ClientMovement_Move();
+ PM_ClientMovement_Move();
if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
self.velocity_z -= g * 0.5;
-#endif
}
// used for calculating airshots
void PM_Main()
{
+ float buttons = PHYS_INPUT_BUTTON_MASK(self);
#ifdef CSQC
- //Con_Printf(" %f", PHYS_INPUT_TIMELENGTH);
- if (!(PHYS_INPUT_BUTTONS(self) & 2)) // !jump
+ self.team = myteam + 1; // is this correct?
+ if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
UNSET_JUMP_HELD(self); // canjump = true
pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
- CSQC_ClientMovement_UpdateStatus();
#endif
+ PM_ClientMovement_UpdateStatus();
#ifdef SVQC
WarpZone_PlayerPhysics_FixVAngle();
maxspeed_mod *= PM_check_keepaway();
maxspeed_mod *= PHYS_HIGHSPEED;
- // fix physics stats for g_movement_highspeed
- // TODO maybe rather use maxairspeed? needs testing
#ifdef SVQC
- self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspeed_mod);
- if (autocvar_sv_airstrafeaccel_qw)
- self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspeed_mod);
- else
- self.stat_sv_airstrafeaccel_qw = 0;
- self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspeed_mod;
- self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspeed_mod; // also slow walking
- self.stat_movement_highspeed = autocvar_g_movement_highspeed; // TODO: remove this!
+ Physics_UpdateStats(maxspeed_mod);
- self.stat_jetpack_antigravity = autocvar_g_jetpack_antigravity;
- self.stat_jetpack_accel_up = autocvar_g_jetpack_acceleration_up;
- self.stat_jetpack_accel_side = autocvar_g_jetpack_acceleration_side;
- self.stat_jetpack_maxspeed_side = autocvar_g_jetpack_maxspeed_side;
- self.stat_jetpack_maxspeed_up = autocvar_g_jetpack_maxspeed_up;
- self.stat_jetpack_fuel = autocvar_g_jetpack_fuel;
-#endif
-#ifdef SVQC
if (self.PlayerPhysplug)
if (self.PlayerPhysplug())
return;
#ifdef SVQC
anticheat_physics();
#endif
- float buttons = PHYS_INPUT_BUTTONS(self);
if (PM_check_specialcommand(buttons))
return;
bot_think();
}
- self.items &= ~IT_USING_JETPACK;
-
if (IS_PLAYER(self))
#endif
{
#ifdef SVQC
if (self.movetype == MOVETYPE_NONE)
return;
-#endif
-#ifdef SVQC
// when we get here, disableclientprediction cannot be 2
self.disableclientprediction = 0;
- if (time < self.ladder_time)
- self.disableclientprediction = 1;
#endif
PM_check_spider();
PM_check_frozen();
-#ifdef SVQC
- MUTATOR_CALLHOOK(PlayerPhysics);
-#endif
-
PM_check_blocked();
maxspeed_mod = 1;
}
#endif
-#ifdef SVQC
// conveyors: first fix velocity
if (self.conveyor.state)
self.velocity -= self.conveyor.movedir;
+
+#ifdef SVQC
+ MUTATOR_CALLHOOK(PlayerPhysics);
+#endif
+#ifdef CSQC
+ PM_multijump();
#endif
+// float forcedodge = 1;
+// if(forcedodge) {
+//#ifdef CSQC
+// PM_dodging_checkpressedkeys();
+//#endif
+// PM_dodging();
+// PM_ClientMovement_Move();
+// return;
+// }
+
#ifdef SVQC
if (!IS_PLAYER(self))
{
#endif
#ifdef SVQC
- if (self.flags & FL_ONGROUND)
+ if (IS_ONGROUND(self))
if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
if (self.wasFlying)
{
#ifdef SVQC
if (IS_PLAYER(self))
- CheckPlayerJump();
#endif
+ CheckPlayerJump();
+
+ PM_check_jumppad();
if (self.flags & /* FL_WATERJUMP */ 2048)
{
else if (time < self.ladder_time)
PM_ladder(maxspeed_mod);
- else if ((ITEMS(self) & IT_JETPACK) && PHYS_BUTTON_HOOK(self) && (!PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) >= 0.01 || (ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO)) && !PHYS_FROZEN(self))
+ else if (ITEMS(self) & IT_USING_JETPACK)
PM_jetpack(maxspeed_mod);
else
{
-#ifdef CSQC
- // jump if on ground with jump button pressed but only if it has been
- // released at least once since the last jump
- if (PHYS_INPUT_BUTTONS(self) & 2)
- {
- if (IS_ONGROUND(self) && (!IS_JUMP_HELD(self) || !cvar("cl_movement_track_canjump")))
- {
- self.velocity_z += PHYS_JUMPVELOCITY;
- UNSET_ONGROUND(self);
- SET_JUMP_HELD(self); // canjump = false
- }
- }
- else
- UNSET_JUMP_HELD(self); // canjump = true
-#endif
if (IS_ONGROUND(self))
PM_walk(buttons_prev, maxspeed_mod);
else
PM_check_vortex();
:end
- if (self.flags & FL_ONGROUND)
+ if (IS_ONGROUND(self))
self.lastground = time;
-#ifdef SVQC
// conveyors: then break velocity again
if (self.conveyor.state)
self.velocity += self.conveyor.movedir;
-#endif
+#ifdef SVQC
self.lastflags = self.flags;
+#elif defined(CSQC)
+ self.lastflags = self.pmove_flags;
+#endif
+
self.lastclassname = self.classname;
}
-void CSQC_ClientMovement_PlayerMove_Frame()
-{
- // if a move is more than 50ms, do it as two moves (matching qwsv)
- //Con_Printf("%i ", self.cmd.msec);
- if (PHYS_INPUT_TIMELENGTH > 0.0005)
- {
- if (PHYS_INPUT_TIMELENGTH > 0.05)
- {
- PHYS_INPUT_TIMELENGTH /= 2;
- PM_Main();
- }
- PM_Main();
- }
- else
- // we REALLY need this handling to happen, even if the move is not executed
- if (!(PHYS_INPUT_BUTTONS(self) & 2)) // !jump
- UNSET_JUMP_HELD(self); // canjump = true
-}
-
-#undef PHYS_INPUT_ANGLES
-#undef PHYS_INPUT_BUTTONS
-
-#undef PHYS_INPUT_TIMELENGTH
-
-#undef PHYS_INPUT_MOVEVALUES
-
-#undef GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE
-#undef GAMEPLAYFIX_NOGRAVITYONGROUND
-#undef GAMEPLAYFIX_Q2AIRACCELERATE
-
-#undef IS_DUCKED
-#undef SET_DUCKED
-#undef UNSET_DUCKED
-
-#undef IS_JUMP_HELD
-#undef SET_JUMP_HELD
-#undef UNSET_JUMP_HELD
-
-#undef IS_ONGROUND
-#undef SET_ONGROUND
-#undef UNSET_ONGROUND
-
-#undef PHYS_ACCELERATE
-#undef PHYS_AIRACCEL_QW
-#undef PHYS_AIRACCEL_QW_STRETCHFACTOR
-#undef PHYS_AIRACCEL_SIDEWAYS_FRICTION
-#undef PHYS_AIRACCELERATE
-#undef PHYS_AIRCONTROL
-#undef PHYS_AIRCONTROL_PENALTY
-#undef PHYS_AIRCONTROL_POWER
-#undef PHYS_AIRSPEEDLIMIT_NONQW
-#undef PHYS_AIRSTOPACCELERATE
-#undef PHYS_AIRSTRAFEACCEL_QW
-#undef PHYS_AIRSTRAFEACCELERATE
-#undef PHYS_EDGEFRICTION
-#undef PHYS_ENTGRAVITY
-#undef PHYS_FRICTION
-#undef PHYS_GRAVITY
-#undef PHYS_HIGHSPEED
-#undef PHYS_JUMPVELOCITY
-#undef PHYS_MAXAIRSPEED
-#undef PHYS_MAXAIRSTRAFESPEED
-#undef PHYS_MAXSPEED
-#undef PHYS_STEPHEIGHT
-#undef PHYS_STOPSPEED
-#undef PHYS_WARSOWBUNNY_ACCEL
-#undef PHYS_WARSOWBUNNY_BACKTOSIDERATIO
-#undef PHYS_WARSOWBUNNY_AIRFORWARDACCEL
-#undef PHYS_WARSOWBUNNY_TOPSPEED
-#undef PHYS_WARSOWBUNNY_TURNACCEL
-
#ifdef SVQC
-// Entry point
void SV_PlayerPhysics(void)
+#elif defined(CSQC)
+void CSQC_ClientMovement_PlayerMove_Frame(void)
+#endif
{
PM_Main();
-}
-#endif
\ No newline at end of file
+}
\ No newline at end of file