.float race_penalty;
-.float restart_jump;
.float gravity;
.float swamp_slowdown;
.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;
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);
}
void Physics_UpdateStats(float 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
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;
}
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)
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 = 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 = PHYS_MAXSPEED(self) * 0.7;
- return;
+ return TRUE;
}
if (!doublejump)
if (!IS_ONGROUND(self))
- return;
+ 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);
- self.flags &= ~FL_JUMPRELEASED;
+ SET_JUMP_HELD(self);
+
+#ifdef SVQC
+
+ 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()
self.velocity_z = 225;
#ifdef SVQC
self.flags |= FL_WATERJUMP;
- self.flags &= ~FL_JUMPRELEASED;
+ SET_JUMP_HELD(self);
self.teleport_time = time + 2; // safety net
#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();
- else
- self.flags |= FL_JUMPRELEASED;
+ 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.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();
}
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.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
+ self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
}
#endif
}
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);
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");
- 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
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
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;
void PM_Main()
{
- PM_check_jumppad();
float buttons = PHYS_INPUT_BUTTON_MASK(self);
#ifdef CSQC
self.team = myteam + 1; // is this correct?
- //Con_Printf(" %f", PHYS_INPUT_TIMELENGTH);
if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
UNSET_JUMP_HELD(self); // canjump = true
pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
- PM_ClientMovement_UpdateStatus();
#endif
+ PM_ClientMovement_UpdateStatus();
#ifdef SVQC
WarpZone_PlayerPhysics_FixVAngle();
bot_think();
}
- self.items &= ~IT_USING_JETPACK;
-
if (IS_PLAYER(self))
#endif
{
}
#endif
-#ifdef SVQC
// conveyors: first fix velocity
if (self.conveyor.state)
self.velocity -= self.conveyor.movedir;
-#endif
#ifdef SVQC
MUTATOR_CALLHOOK(PlayerPhysics);
#endif
+#ifdef CSQC
+ PM_multijump();
+#endif
+
// float forcedodge = 1;
// if(forcedodge) {
//#ifdef CSQC
#endif
CheckPlayerJump();
+ PM_check_jumppad();
+
if (self.flags & /* FL_WATERJUMP */ 2048)
{
self.velocity_x = self.movedir_x;
else if (time < self.ladder_time)
PM_ladder(maxspeed_mod);
- else if ((ITEMS(self) & IT_JETPACK) && PHYS_INPUT_BUTTON_HOOK(self) && (!PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) > 0 || (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_BUTTON_JUMP(self))
- {
- 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
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_BUTTON_JUMP(self))) // !jump
- UNSET_JUMP_HELD(self); // canjump = true
-}
-
#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