+#include "physics.qh"
+#include "triggers/trigger/swamp.qh"
+#include "triggers/trigger/jumppads.qh"
+#include "viewloc.qh"
+
#ifdef SVQC
-.float race_penalty;
-.float restart_jump;
-
-.float ladder_time;
-.entity ladder_entity;
-.float gravity;
-.float swamp_slowdown;
-.float lastflags;
-.float lastground;
-.float wasFlying;
-.float spectatorspeed;
-
-.vector movement_old;
-.float buttons_old;
-.vector v_angle_old;
-.string lastclassname;
-
-.float() PlayerPhysplug;
-#endif
-// TODO: water prediction
+#include "../server/miscfunctions.qh"
+#include "triggers/trigger/viewloc.qh"
-// TODO: move to a common header
-#define VLEN2(v) dotproduct(v, v)
+// client side physics
+bool Physics_Valid(string thecvar)
+{
+ if(!autocvar_g_physics_clientselect) { return false; }
-// Client/server mappings
-#ifdef CSQC
+ string l = strcat(" ", autocvar_g_physics_clientselect_options, " ");
+
+ if(strstrofs(l, strcat(" ", thecvar, " "), 0) >= 0)
+ return true;
+
+ return false;
+}
- #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 PHYS_ACCELERATE getstatf(STAT_MOVEVARS_ACCELERATE)
- #define PHYS_AIRACCEL_QW getstatf(STAT_MOVEVARS_AIRACCEL_QW)
- #define PHYS_AIRACCEL_QW_STRETCHFACTOR 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 getstatf(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW)
- #define PHYS_AIRSTOPACCELERATE getstatf(STAT_MOVEVARS_AIRSTOPACCELERATE)
- #define PHYS_AIRSTRAFEACCEL_QW getstatf(STAT_MOVEVARS_AIRSTRAFEACCEL_QW)
- #define PHYS_AIRSTRAFEACCELERATE getstatf(STAT_MOVEVARS_AIRSTRAFEACCELERATE)
- #define PHYS_EDGEFRICTION getstatf(STAT_MOVEVARS_EDGEFRICTION)
- #define PHYS_ENTGRAVITY(s) getstatf(STAT_MOVEVARS_ENTGRAVITY)
- #define PHYS_FRICTION getstatf(STAT_MOVEVARS_FRICTION)
- #define PHYS_GRAVITY getstatf(STAT_MOVEVARS_GRAVITY)
- #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)
-
-#elif defined(SVQC)
-
- #define PHYS_INPUT_ANGLES(s) s.v_angle
- // FIXME
- #define PHYS_INPUT_BUTTONS(s) 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 PHYS_ACCELERATE autocvar_sv_accelerate
- #define PHYS_AIRACCEL_QW autocvar_sv_airaccel_qw
- #define PHYS_AIRACCEL_QW_STRETCHFACTOR 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 autocvar_sv_airspeedlimit_nonqw
- #define PHYS_AIRSTOPACCELERATE autocvar_sv_airstopaccelerate
- #define PHYS_AIRSTRAFEACCEL_QW autocvar_sv_airstrafeaccel_qw
- #define PHYS_AIRSTRAFEACCELERATE autocvar_sv_airstrafeaccelerate
- #define PHYS_EDGEFRICTION 1
- #define PHYS_ENTGRAVITY(s) s.gravity
- #define PHYS_FRICTION autocvar_sv_friction
- #define PHYS_GRAVITY autocvar_sv_gravity
- #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
+float Physics_ClientOption(entity pl, string option)
+{
+ if(Physics_Valid(pl.cvar_cl_physics))
+ {
+ string var = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
+ if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
+ return cvar(var);
+ }
+ if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
+ {
+ string var = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
+ if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
+ return cvar(var);
+ }
+ return cvar(strcat("sv_", option));
+}
+void Physics_AddStats()
+{
+ // static view offset and hitbox vectors
+ // networked for all you bandwidth pigs out there
+ addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
+ addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
+ addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
+ addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
+ addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
+ addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
+
+ addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
+ addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
+ addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
+ addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
+ addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
+ addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
+ addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
+ addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
+ addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
+ addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
+ addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
+ addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
+
+ // 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_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
+
+ // hacks
+ addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
+ addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
+ addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
+
+ // new properties
+ addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
+ addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
+ addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
+ addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
+ addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
+ addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
+ addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
+ addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
+ addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
+ addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
+ addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
+ addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
+ addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
+ addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
+
+ addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
+}
+
+void Physics_UpdateStats(float maxspd_mod)
+{
+ // blah
+ self.stat_pl_view_ofs = PL_VIEW_OFS;
+ self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
+
+ self.stat_pl_min = PL_MIN;
+ self.stat_pl_max = PL_MAX;
+ self.stat_pl_crouch_min = PL_CROUCH_MIN;
+ self.stat_pl_crouch_max = PL_CROUCH_MAX;
+
+
+ self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
+ if(Physics_ClientOption(self, "airstrafeaccel_qw"))
+ self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
+ else
+ self.stat_sv_airstrafeaccel_qw = 0;
+ self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
+ self.stat_sv_maxspeed = Physics_ClientOption(self, "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_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
+
+ self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
+ self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
+
+ self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
+
+
+ // old stats
+ // fix some new settings
+ self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
+ self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
+ self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
+ self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
+ self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
+ self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
+ self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
+ self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
+ self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
+ self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
+ self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
+ self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
+ self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
+ self.stat_sv_friction = Physics_ClientOption(self, "friction");
+ self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
+ self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
+ self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
+ self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
+ self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
+
+ self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
+}
#endif
-float IsMoveInDirection(vector mv, float angle) // key mix factor
+float IsMoveInDirection(vector mv, float ang) // key mix factor
{
- if(mv_x == 0 && mv_y == 0)
+ if (mv_x == 0 && mv_y == 0)
return 0; // avoid division by zero
- angle -= RAD2DEG * atan2(mv_y, mv_x);
- angle = remainder(angle, 360) / 45;
- if(angle > 1)
- return 0;
- if(angle < -1)
- return 0;
- return 1 - fabs(angle);
+ ang -= RAD2DEG * atan2(mv_y, mv_x);
+ ang = remainder(ang, 360) / 45;
+ return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
}
float GeomLerp(float a, float lerp, float b)
{
- if(a == 0)
- {
- if(lerp < 1)
- return 0;
- else
- return b;
- }
- if(b == 0)
- {
- if(lerp > 0)
- return 0;
- else
- return a;
- }
- return a * pow(fabs(b / a), lerp);
+ return a == 0 ? (lerp < 1 ? 0 : b)
+ : b == 0 ? (lerp > 0 ? 0 : a)
+ : a * pow(fabs(b / a), lerp);
}
-float pmove_waterjumptime; // weird engine flag we shouldn't really use but have to for now
+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(entity s)
+void PM_ClientMovement_Unstick()
{
float i;
- vector neworigin;
for (i = 0; i < unstick_count; i++)
{
- neworigin = unstick_offsets[i] + s.origin;
- tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, s);
+ vector neworigin = unstick_offsets[i] + self.origin;
+ tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
if (!trace_startsolid)
{
- s.origin = neworigin;
+ setorigin(self, neworigin);
return;// true;
}
}
}
-void CSQC_ClientMovement_UpdateStatus(entity s)
+void PM_ClientMovement_UpdateStatus(bool ground)
{
- float f;
- vector origin1, origin2;
-
// make sure player is not stuck
- CSQC_ClientMovement_Unstick(s);
+ PM_ClientMovement_Unstick();
// set crouched
- if (PHYS_INPUT_BUTTONS(s) & 16)
+ if (PHYS_INPUT_BUTTON_CROUCH(self))
{
// wants to crouch, this always works..
- if (!IS_DUCKED(s))
- SET_DUCKED(s);
+ if (!IS_DUCKED(self))
+ SET_DUCKED(self);
}
else
{
// wants to stand, if currently crouching we need to check for a
// low ceiling first
- if (IS_DUCKED(s))
+ if (IS_DUCKED(self))
{
- tracebox(s.origin, PL_MIN, PL_MAX, s.origin, MOVE_NORMAL, s);
+ tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
if (!trace_startsolid)
- UNSET_DUCKED(s);
+ UNSET_DUCKED(self);
}
}
- if (IS_DUCKED(s))
- {
- s.mins = PL_CROUCH_MIN;
- s.maxs = PL_CROUCH_MAX;
- }
- else
- {
- s.mins = PL_MIN;
- s.maxs = PL_MAX;
- }
// set onground
- origin1 = s.origin;
- origin1_z += 1;
- origin2 = s.origin;
- origin2_z -= 1; // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
+ vector origin1 = self.origin + '0 0 1';
+ vector origin2 = self.origin - '0 0 1';
- tracebox(origin1, s.mins, s.maxs, origin2, MOVE_NORMAL, s);
- if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
+ if(ground)
{
- SET_ONGROUND(s);
+ tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
+ if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
+ {
+ SET_ONGROUND(self);
- // this code actually "predicts" an impact; so let's clip velocity first
- f = dotproduct(s.velocity, trace_plane_normal);
- if(f < 0) // only if moving downwards actually
- s.velocity -= f * trace_plane_normal;
+ // this code actually "predicts" an impact; so let's clip velocity first
+ float f = self.velocity * trace_plane_normal;
+ self.velocity -= f * trace_plane_normal;
+ }
+ else
+ UNSET_ONGROUND(self);
}
- else
- UNSET_ONGROUND(s);
// set watertype/waterlevel
- origin1 = s.origin;
- origin1_z += s.mins_z + 1;
- s.waterlevel = WATERLEVEL_NONE;
- // TODO: convert
-// s.watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
-// if (s.watertype)
-// {
-// s.waterlevel = WATERLEVEL_WETFEET;
-// origin1[2] = s.origin[2] + (s.mins[2] + s.maxs[2]) * 0.5f;
-// if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
-// {
-// s.waterlevel = WATERLEVEL_SWIMMING;
-// origin1[2] = s.origin[2] + 22;
-// if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
-// s.waterlevel = WATERLEVEL_SUBMERGED;
-// }
-// }
-//
-// // water jump prediction
-// if (IS_ONGROUND(s) || s.velocity_z <= 0 || pmove_waterjumptime <= 0)
-// pmove_waterjumptime = 0;
+ origin1 = self.origin;
+ origin1_z += self.mins_z + 1;
+ self.waterlevel = WATERLEVEL_NONE;
+
+ int thepoint = pointcontents(origin1);
+
+ self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
+
+ if(self.watertype)
+ {
+ self.waterlevel = WATERLEVEL_WETFEET;
+ origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
+ thepoint = pointcontents(origin1);
+ if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
+ {
+ self.waterlevel = WATERLEVEL_SWIMMING;
+ origin1_z = self.origin_z + 22;
+ thepoint = pointcontents(origin1);
+ if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
+ self.waterlevel = WATERLEVEL_SUBMERGED;
+ }
+ }
+
+ if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
+ pmove_waterjumptime = 0;
}
-void CSQC_ClientMovement_Move(entity s)
+void PM_ClientMovement_Move()
{
- float bump;
+#ifdef CSQC
+ int bump;
float t;
float f;
vector neworigin;
vector currentorigin2;
vector neworigin2;
vector primalvelocity;
- float old_trace1_fraction;
- vector old_trace1_endpos;
- vector old_trace1_plane_normal;
- float old_trace2_fraction;
- vector old_trace2_plane_normal;
- CSQC_ClientMovement_UpdateStatus(s);
- primalvelocity = s.velocity;
- for (bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && VLEN2(s.velocity) > 0; bump++)
- {
- neworigin = s.origin + t * s.velocity;
- tracebox(s.origin, s.mins, s.maxs, neworigin, MOVE_NORMAL, s);
- old_trace1_fraction = trace_fraction;
- old_trace1_endpos = trace_endpos;
- old_trace1_plane_normal = trace_plane_normal;
- if (trace_fraction < 1 && trace_plane_normal_z == 0)
+
+ vector trace1_endpos = '0 0 0';
+ vector trace2_endpos = '0 0 0';
+ vector trace3_endpos = '0 0 0';
+ float trace1_fraction = 0;
+ float trace2_fraction = 0;
+ float trace3_fraction = 0;
+ vector trace1_plane_normal = '0 0 0';
+ vector trace2_plane_normal = '0 0 0';
+ vector trace3_plane_normal = '0 0 0';
+
+
+ PM_ClientMovement_UpdateStatus(false);
+ primalvelocity = self.velocity;
+ for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
+ {
+ neworigin = self.origin + t * self.velocity;
+ tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
+ trace1_endpos = trace_endpos;
+ trace1_fraction = trace_fraction;
+ trace1_plane_normal = trace_plane_normal;
+ if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
{
// may be a step or wall, try stepping up
// first move forward at a higher level
- currentorigin2 = s.origin;
+ currentorigin2 = self.origin;
currentorigin2_z += PHYS_STEPHEIGHT;
neworigin2 = neworigin;
- neworigin2_z = s.origin_z + PHYS_STEPHEIGHT;
- tracebox(currentorigin2, s.mins, s.maxs, neworigin2, MOVE_NORMAL, s);
- if (!trace_startsolid)
+ neworigin2_z += PHYS_STEPHEIGHT;
+ tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ trace2_endpos = trace_endpos;
+ trace2_fraction = trace_fraction;
+ trace2_plane_normal = trace_plane_normal;
+ if(!trace_startsolid)
{
// then move down from there
- currentorigin2 = trace_endpos;
- neworigin2 = trace_endpos;
- neworigin2_z = s.origin_z;
- old_trace2_fraction = trace_fraction;
- old_trace2_plane_normal = trace_plane_normal;
- tracebox(currentorigin2, s.mins, s.maxs, neworigin2, MOVE_NORMAL, s);
- //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]);
+ currentorigin2 = trace2_endpos;
+ neworigin2 = trace2_endpos;
+ neworigin2_z = self.origin_z;
+ tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ trace3_endpos = trace_endpos;
+ trace3_fraction = trace_fraction;
+ trace3_plane_normal = trace_plane_normal;
// 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)
- {
- trace_fraction = old_trace2_fraction;
- trace_endpos = trace_endpos;
- trace_plane_normal = old_trace2_plane_normal;
- }
- else
+ if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
{
- trace_fraction = old_trace1_fraction;
- trace_endpos = old_trace1_endpos;
- trace_plane_normal = old_trace1_plane_normal;
+ trace1_endpos = trace2_endpos;
+ trace1_fraction = trace2_fraction;
+ trace1_plane_normal = trace2_plane_normal;
+ trace1_endpos = trace3_endpos;
}
}
}
// check if it moved at all
- if (trace_fraction >= 0.001)
- s.origin = trace_endpos;
+ if(trace1_fraction >= 0.001)
+ setorigin(self, trace1_endpos);
// check if it moved all the way
- if (trace_fraction == 1)
+ if(trace1_fraction == 1)
break;
// this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
// <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
// this got commented out in a change that supposedly makes the code match QW better
// so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
- if (trace_plane_normal_z > 0.7)
- SET_ONGROUND(s);
+ if(trace1_plane_normal_z > 0.7)
+ SET_ONGROUND(self);
- t -= t * trace_fraction;
+ t -= t * trace1_fraction;
- f = dotproduct(s.velocity, trace_plane_normal);
- s.velocity -= f * trace_plane_normal;
+ f = (self.velocity * trace1_plane_normal);
+ self.velocity = self.velocity + -f * trace1_plane_normal;
}
- if (pmove_waterjumptime > 0)
- s.velocity = primalvelocity;
+ if(pmove_waterjumptime > 0)
+ self.velocity = primalvelocity;
+#endif
}
-void CPM_PM_Aircontrol(entity s, vector wishdir, float wishspeed)
+void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
{
- float zspeed, xyspeed, dot, k;
-
-#if 0
- // this doesn't play well with analog input
- if(s.movement_x == 0 || s.movement_y != 0)
- return; // can't control movement if not moving forward or backward
- k = 32;
-#else
- k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(s), 0) - 1);
- if(k <= 0)
+ float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
+ if (k <= 0)
return;
-#endif
- k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
+ k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
- zspeed = s.velocity_z;
- s.velocity_z = 0;
- xyspeed = vlen(s.velocity); s.velocity = normalize(s.velocity);
+ float zspeed = self.velocity_z;
+ self.velocity_z = 0;
+ float xyspeed = vlen(self.velocity);
+ self.velocity = normalize(self.velocity);
- dot = s.velocity * wishdir;
+ float dot = self.velocity * wishdir;
- if(dot > 0) // we can't change direction while slowing down
+ if (dot > 0) // we can't change direction while slowing down
{
- k *= pow(dot, PHYS_AIRCONTROL_POWER)*PHYS_INPUT_TIMELENGTH;
+ k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
k *= PHYS_AIRCONTROL;
- s.velocity = normalize(s.velocity * xyspeed + wishdir * k);
+ self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
}
- s.velocity = s.velocity * xyspeed;
- s.velocity_z = zspeed;
+ self.velocity = self.velocity * xyspeed;
+ self.velocity_z = zspeed;
}
float AdjustAirAccelQW(float accelqw, float factor)
// sv_airaccel_sideways_friction 0
// prvm_globalset server speedclamp_mode 1
// (or 2)
-void PM_Accelerate(entity s, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
+void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
{
- float vel_straight;
- float vel_z;
- vector vel_perpend;
- float step;
-
- vector vel_xy;
- float vel_xy_current;
- float vel_xy_backward, vel_xy_forward;
- float speedclamp;
-
- if(stretchfactor > 0)
- speedclamp = stretchfactor;
- else if(accelqw < 0)
- speedclamp = 1; // full clamping, no stretch
- else
- speedclamp = -1; // no clamping
+ float speedclamp = stretchfactor > 0 ? stretchfactor
+ : accelqw < 0 ? 1 // full clamping, no stretch
+ : -1; // no clamping
- if(accelqw < 0)
- accelqw = -accelqw;
+ accelqw = fabs(accelqw);
- if(GAMEPLAYFIX_Q2AIRACCELERATE)
+ if (GAMEPLAYFIX_Q2AIRACCELERATE)
wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
- vel_straight = s.velocity * wishdir;
- vel_z = s.velocity_z;
- vel_xy = vec2(s.velocity);
- vel_perpend = vel_xy - vel_straight * wishdir;
+ float vel_straight = self.velocity * wishdir;
+ float vel_z = self.velocity_z;
+ vector vel_xy = vec2(self.velocity);
+ vector vel_perpend = vel_xy - vel_straight * wishdir;
- step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
+ float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
- vel_xy_current = vlen(vel_xy);
- if(speedlimit)
+ float vel_xy_current = vlen(vel_xy);
+ if (speedlimit)
accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
- vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
- vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
- if(vel_xy_backward < 0)
- vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
+ float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
+ float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
+ vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
+ vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
- vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
-
- if(sidefric < 0 && (vel_perpend*vel_perpend))
+ if (sidefric < 0 && (vel_perpend*vel_perpend))
// negative: only apply so much sideways friction to stay below the speed you could get by "braking"
{
- float f, fmin;
- f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
- fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
+ float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
+ float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
// assume: fmin > 1
// vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
// vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
// vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
// obviously, this cannot be
- if(fmin <= 0)
+ if (fmin <= 0)
vel_perpend *= f;
else
{
vel_xy = vel_straight * wishdir + vel_perpend;
- if(speedclamp >= 0)
+ if (speedclamp >= 0)
{
float vel_xy_preclamp;
vel_xy_preclamp = vlen(vel_xy);
- if(vel_xy_preclamp > 0) // prevent division by zero
+ if (vel_xy_preclamp > 0) // prevent division by zero
{
vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
- if(vel_xy_current < vel_xy_preclamp)
+ if (vel_xy_current < vel_xy_preclamp)
vel_xy *= (vel_xy_current / vel_xy_preclamp);
}
}
- s.velocity = vel_xy + vel_z * '0 0 1';
+ self.velocity = vel_xy + vel_z * '0 0 1';
}
-void PM_AirAccelerate(entity s, vector wishdir, float wishspeed)
+void PM_AirAccelerate(vector wishdir, float wishspeed)
{
- vector curvel, wishvel, acceldir, curdir;
- float addspeed, accelspeed, curspeed, f;
- float dot;
-
- if(wishspeed == 0)
+ if (wishspeed == 0)
return;
- curvel = s.velocity;
+ vector curvel = self.velocity;
curvel_z = 0;
- curspeed = vlen(curvel);
+ float curspeed = vlen(curvel);
- if(wishspeed > curspeed * 1.01)
- {
- wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(s) * PHYS_INPUT_TIMELENGTH);
- }
+ if (wishspeed > curspeed * 1.01)
+ wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
else
{
- f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(s)));
- wishspeed = max(curspeed, PHYS_MAXSPEED(s)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(s) * PHYS_INPUT_TIMELENGTH;
+ float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
+ wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
}
- wishvel = wishdir * wishspeed;
- acceldir = wishvel - curvel;
- addspeed = vlen(acceldir);
+ vector wishvel = wishdir * wishspeed;
+ vector acceldir = wishvel - curvel;
+ float addspeed = vlen(acceldir);
acceldir = normalize(acceldir);
- accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(s) * PHYS_INPUT_TIMELENGTH);
+ float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
- if(PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
+ if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
{
- curdir = normalize(curvel);
- dot = acceldir * curdir;
- if(dot < 0)
- acceldir = acceldir - (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
+ vector curdir = normalize(curvel);
+ float dot = acceldir * curdir;
+ if (dot < 0)
+ acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
}
- s.velocity += accelspeed * acceldir;
+ self.velocity += accelspeed * acceldir;
}
PlayerJump
When you press the jump key
+returns true if handled
=============
*/
-void PlayerJump (void)
+bool PlayerJump (void)
{
-#ifdef SVQC
- if(self.frozen)
- return; // no jumping in freezetag when frozen
+ if (PHYS_FROZEN(self))
+ return true; // no jumping in freezetag when frozen
- if(self.player_blocked)
- return; // no jumping while blocked
+#ifdef SVQC
+ if (self.player_blocked)
+ return true; // no jumping while blocked
+#endif
- float doublejump = FALSE;
- float mjumpheight = autocvar_sv_jumpvelocity;
+ bool doublejump = false;
+ float mjumpheight = PHYS_JUMPVELOCITY;
+#ifdef SVQC
+ if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight))
+#elif defined(CSQC)
player_multijump = doublejump;
player_jumpheight = mjumpheight;
- if(MUTATOR_CALLHOOK(PlayerJump))
- return;
+ 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)
{
- doublejump = TRUE;
+ doublejump = true;
// we MUST clip velocity here!
float f;
f = self.velocity * trace_plane_normal;
- if(f < 0)
+ if (f < 0)
self.velocity -= f * trace_plane_normal;
}
}
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;
-
- minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
+ float minjumpspeed = mjumpheight * stof(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;
-
- maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
+ float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
if (self.velocity_z > maxjumpspeed)
mjumpheight -= self.velocity_z - maxjumpspeed;
}
}
- if(!(self.lastflags & FL_ONGROUND))
+ if (!WAS_ONGROUND(self))
{
+#ifdef SVQC
if(autocvar_speedmeter)
dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+#endif
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);
}
+#ifdef SVQC
if(self.jumppadcount > 1)
dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
self.jumppadcount = 0;
+#endif
}
- self.velocity_z = self.velocity_z + mjumpheight;
- self.oldvelocity_z = self.velocity_z;
+ self.velocity_z += mjumpheight;
- self.flags &= ~FL_ONGROUND;
- self.flags &= ~FL_JUMPRELEASED;
+ UNSET_ONGROUND(self);
+ SET_JUMP_HELD(self);
- animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+#ifdef SVQC
- if(autocvar_g_jump_grunt)
- PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ self.oldvelocity_z = self.velocity_z;
- 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)
+ animdecide_setaction(self, ANIMACTION_JUMP, true);
+
+ if (autocvar_g_jump_grunt)
+ PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
#endif
+ return true;
}
void CheckWaterJump()
{
-#ifdef SVQC
- vector start, end;
-
// check for a jump-out-of-water
- makevectors (self.angles);
- start = self.origin;
- start_z = start_z + 8;
+ makevectors(self.v_angle);
+ vector start = self.origin;
+ start_z += 8;
v_forward_z = 0;
normalize(v_forward);
- end = start + v_forward*24;
- traceline (start, end, TRUE, self);
+ vector end = start + v_forward*24;
+ traceline (start, end, true, self);
if (trace_fraction < 1)
{ // solid at waist
start_z = start_z + self.maxs_z - 8;
end = start + v_forward*24;
self.movedir = trace_plane_normal * -50;
- traceline (start, end, TRUE, self);
+ 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;
+ self.flags |= FL_WATERJUMP;
+ SET_JUMP_HELD(self);
+#ifdef SVQC
self.teleport_time = time + 2; // safety net
- return;
+#elif defined(CSQC)
+ pmove_waterjumptime = time + 2;
+#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_STAT(self) & IT_USING_JETPACK;
+#endif
+ if (JETPACK_JUMP(self) < 2)
+ ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+
+ if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+ {
+ 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 = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
+
+ if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
+ 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;
+ ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ }
+ else if (activate && !PHYS_FROZEN(self))
+ ITEMS_STAT(self) |= IT_USING_JETPACK;
+ }
else
- self.flags |= FL_JUMPRELEASED;
+ {
+ self.jetpack_stopped = false;
+ ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ }
+ if (!PHYS_INPUT_BUTTON_JUMP(self))
+ UNSET_JUMP_HELD(self);
if (self.waterlevel == WATERLEVEL_SWIMMING)
- CheckWaterJump ();
-#endif
+ CheckWaterJump();
}
float racecar_angle(float forward, float down)
{
- float ret, angle_mult;
-
- if(forward < 0)
+ if (forward < 0)
{
forward = -forward;
down = -down;
}
- ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
+ float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
- angle_mult = forward / (800 + forward);
+ float angle_mult = forward / (800 + forward);
- if(ret > 180)
+ if (ret > 180)
return ret * angle_mult + 360 * (1 - angle_mult);
else
return ret * angle_mult;
// using this move type for "big rigs"
// the engine does not push the entity!
- float accel, steer, f, myspeed, steerfactor;
- vector angles_save, rigvel;
+ vector rigvel;
- angles_save = self.angles;
- accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
- steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
+ vector angles_save = self.angles;
+ float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
+ float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
- if(g_bugrigs_reverse_speeding)
+ if (g_bugrigs_reverse_speeding)
{
- if(accel < 0)
+ if (accel < 0)
{
// back accel is DIGITAL
// to prevent speedhack
- if(accel < -0.5)
+ if (accel < -0.5)
accel = -1;
else
accel = 0;
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 upspeed, accelfactor;
-
- myspeed = self.velocity * v_forward;
- upspeed = self.velocity * v_up;
+ float myspeed = self.velocity * v_forward;
+ float upspeed = self.velocity * v_up;
// responsiveness factor for steering and acceleration
- f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
+ float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
//MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
- if(myspeed < 0 && g_bugrigs_reverse_spinning)
+ float steerfactor;
+ if (myspeed < 0 && g_bugrigs_reverse_spinning)
steerfactor = -myspeed * g_bugrigs_steer;
else
steerfactor = -myspeed * f * g_bugrigs_steer;
- if(myspeed < 0 && g_bugrigs_reverse_speeding)
+ float accelfactor;
+ if (myspeed < 0 && g_bugrigs_reverse_speeding)
accelfactor = g_bugrigs_accel;
else
accelfactor = f * g_bugrigs_accel;
//MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
- if(accel < 0)
+ if (accel < 0)
{
- if(myspeed > 0)
+ if (myspeed > 0)
{
- myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
+ myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
}
else
{
- if(!g_bugrigs_reverse_speeding)
- myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
+ if (!g_bugrigs_reverse_speeding)
+ myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
}
}
else
{
- if(myspeed >= 0)
+ if (myspeed >= 0)
{
- myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
+ myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
}
else
{
- if(g_bugrigs_reverse_stopping)
+ if (g_bugrigs_reverse_stopping)
myspeed = 0;
else
- myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
+ myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
}
}
// terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
//MAXIMA: friction(v) := g_bugrigs_friction_floor;
- self.angles_y += steer * frametime * steerfactor; // apply steering
+ self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
makevectors(self.angles); // new forward direction!
- myspeed += accel * accelfactor * frametime;
+ myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
rigvel = myspeed * v_forward + '0 0 1' * upspeed;
}
else
{
- myspeed = vlen(self.velocity);
+ float myspeed = vlen(self.velocity);
// responsiveness factor for steering and acceleration
- f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
- steerfactor = -myspeed * f;
- self.angles_y += steer * frametime * steerfactor; // apply steering
+ float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
+ float steerfactor = -myspeed * f;
+ self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
rigvel = self.velocity;
makevectors(self.angles); // new forward direction!
}
- rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
+ rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
//MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
//MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
//MAXIMA: solve(total_acceleration(v) = 0, v);
- if(g_bugrigs_planar_movement)
+ if (g_bugrigs_planar_movement)
{
vector rigvel_xy, neworigin, up;
float mt;
- rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
+ rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
rigvel_xy = vec2(rigvel);
- if(g_bugrigs_planar_movement_car_jumping)
+ if (g_bugrigs_planar_movement_car_jumping)
mt = MOVE_NORMAL;
else
mt = MOVE_NOMONSTERS;
// BUG RIGS: align the move to the surface instead of doing collision testing
// can we move?
- tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
+ tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
// align to surface
- tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
+ tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
- if(trace_fraction < 0.5)
+ if (trace_fraction < 0.5)
{
trace_fraction = 1;
neworigin = self.origin;
else
neworigin = trace_endpos;
- if(trace_fraction < 1)
+ if (trace_fraction < 1)
{
// now set angles_x so that the car points parallel to the surface
self.angles = vectoangles(
+
'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 / frametime);
+ self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
self.movetype = MOVETYPE_NOCLIP;
}
else
{
- rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
+ rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
self.velocity = rigvel;
self.movetype = MOVETYPE_FLY;
}
trace_fraction = 1;
tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
- if(trace_fraction != 1)
+ if (trace_fraction != 1)
{
self.angles = vectoangles2(
'1 0 0' * v_forward_x * trace_plane_normal_z
// smooth the angles
vector vf1, vu1, smoothangles;
makevectors(self.angles);
- f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
- if(f == 0)
+ float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
+ if (f == 0)
f = 1;
vf1 = v_forward * f;
vu1 = v_up * f;
#ifdef TETRIS
TetrisImpulse();
#else
- if(!CheatImpulse(99))
+ if (!CheatImpulse(99))
print("A hollow voice says \"Plugh\".\n");
#endif
#endif
}
-#ifdef SVQC
-float speedaward_speed;
-string speedaward_holder;
-string speedaward_uid;
-#endif
-void race_send_speedaward(float msg)
-{
-#ifdef SVQC
- // send the best speed of the round
- WriteByte(msg, SVC_TEMPENTITY);
- WriteByte(msg, TE_CSQC_RACE);
- WriteByte(msg, RACE_NET_SPEED_AWARD);
- WriteInt24_t(msg, floor(speedaward_speed+0.5));
- WriteString(msg, speedaward_holder);
-#endif
-}
-
-#ifdef SVQC
-float speedaward_alltimebest;
-string speedaward_alltimebest_holder;
-string speedaward_alltimebest_uid;
-#endif
-void race_send_speedaward_alltimebest(float msg)
-{
-#ifdef SVQC
- // send the best speed
- WriteByte(msg, SVC_TEMPENTITY);
- WriteByte(msg, TE_CSQC_RACE);
- WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
- WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
- WriteString(msg, speedaward_alltimebest_holder);
-#endif
-}
-
float PM_check_keepaway(void)
{
#ifdef SVQC
return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
#else
- return 0;
+ return 1;
#endif
}
void PM_check_race_movetime(void)
{
#ifdef SVQC
- self.race_movetime_frac += frametime;
+ self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
float f = floor(self.race_movetime_frac);
self.race_movetime_frac -= f;
self.race_movetime_count += f;
{
#ifdef SVQC
string c;
- if(!buttons)
+ if (!buttons)
c = "x";
- else if(buttons == 1)
+ else if (buttons == 1)
c = "1";
- else if(buttons == 2)
+ else if (buttons == 2)
c = " ";
- else if(buttons == 128)
+ else if (buttons == 128)
c = "s";
- else if(buttons == 256)
+ else if (buttons == 256)
c = "w";
- else if(buttons == 512)
+ else if (buttons == 512)
c = "a";
- else if(buttons == 1024)
+ else if (buttons == 1024)
c = "d";
else
c = "?";
- if(c == substring(specialcommand, self.specialcommand_pos, 1))
+ if (c == substring(specialcommand, self.specialcommand_pos, 1))
{
self.specialcommand_pos += 1;
- if(self.specialcommand_pos >= strlen(specialcommand))
+ if (self.specialcommand_pos >= strlen(specialcommand))
{
self.specialcommand_pos = 0;
SpecialCommand();
- return TRUE;
+ return true;
}
}
- else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
+ else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
self.specialcommand_pos = 0;
#endif
- return FALSE;
+ return false;
}
void PM_check_nickspam(void)
if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
{
- self.angles_x = random() * 360;
- self.angles_y = random() * 360;
+ self.v_angle_x = random() * 360;
+ self.v_angle_y = random() * 360;
// at least I'm not forcing retardedview by also assigning to angles_z
- self.fixangle = TRUE;
+ self.fixangle = true;
}
}
#endif
void PM_check_punch()
{
#ifdef SVQC
- float f;
if (self.punchangle != '0 0 0')
{
- f = vlen(self.punchangle) - 10 * frametime;
+ float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
if (f > 0)
self.punchangle = normalize(self.punchangle) * f;
else
if (self.punchvector != '0 0 0')
{
- f = vlen(self.punchvector) - 30 * frametime;
+ float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
if (f > 0)
self.punchvector = normalize(self.punchvector) * f;
else
void PM_check_spider(void)
{
#ifdef SVQC
- if(time < self.spider_slowness)
- {
- self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
- self.stat_sv_airspeedlimit_nonqw *= 0.5;
- }
+ if (time >= self.spider_slowness)
+ return;
+ PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
+ PHYS_MAXAIRSPEED(self) *= 0.5;
+ PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
+ PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
#endif
}
+// predict frozen movement, as frozen players CAN move in some cases
void PM_check_frozen(void)
{
-#ifdef SVQC
- if(!self.frozen)
+ if (!PHYS_FROZEN(self))
return;
- if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
+ if (PHYS_DODGING_FROZEN
+#ifdef SVQC
+ && IS_REAL_CLIENT(self)
+#endif
+ )
{
- self.movement_x = bound(-5, self.movement_x, 5);
- self.movement_y = bound(-5, self.movement_y, 5);
- self.movement_z = bound(-5, self.movement_z, 5);
+ self.movement_x = bound(-5, self.movement.x, 5);
+ self.movement_y = bound(-5, self.movement.y, 5);
+ self.movement_z = bound(-5, self.movement.z, 5);
}
else
self.movement = '0 0 0';
- self.disableclientprediction = 1;
vector midpoint = ((self.absmin + self.absmax) * 0.5);
- if(pointcontents(midpoint) == CONTENT_WATER)
+ if (pointcontents(midpoint) == CONTENT_WATER)
{
self.velocity = self.velocity * 0.5;
- if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+ if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
self.velocity_z = 200;
}
-#endif
}
-void PM_check_blocked(void)
+void PM_check_hitground()
{
#ifdef SVQC
- if(self.player_blocked)
+ if (IS_ONGROUND(self))
+ if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
+ if (self.wasFlying)
{
- self.movement = '0 0 0';
- self.disableclientprediction = 1;
+ self.wasFlying = 0;
+ if (self.waterlevel < WATERLEVEL_SWIMMING)
+ if (time >= self.ladder_time)
+ if (!self.hook)
+ {
+ self.nextstep = time + 0.3 + random() * 0.1;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
+ {
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+ GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ else
+ GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ }
+ }
}
#endif
}
+void PM_check_blocked(void)
+{
+#ifdef SVQC
+ if (!self.player_blocked)
+ return;
+ self.movement = '0 0 0';
+ self.disableclientprediction = 1;
+#endif
+}
+
#ifdef SVQC
float speedaward_lastsent;
float speedaward_lastupdate;
-string GetMapname(void);
#endif
void PM_check_race(void)
{
#ifdef SVQC
- if not(g_cts || g_race)
+ if(!(g_cts || g_race))
return;
- if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
+ if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
{
speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
speedaward_holder = self.netname;
speedaward_uid = self.crypto_idfp;
speedaward_lastupdate = time;
}
- if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
+ if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
{
string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
race_send_speedaward(MSG_ALL);
void PM_check_vortex(void)
{
#ifdef SVQC
- float xyspeed;
- xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
- if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
+ // WEAPONTODO
+ float xyspeed = vlen(vec2(self.velocity));
+ if (self.weapon == WEP_VORTEX.m_id && 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 * frametime);
+ 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)
{
-#ifdef SVQC
// noclipping or flying
- self.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(self);
- self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+ self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
makevectors(self.v_angle);
- //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
- vector wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+ //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
+ vector wishvel = v_forward * self.movement.x
+ + v_right * self.movement.y
+ + '0 0 1' * self.movement.z;
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
- wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+#ifdef SVQC
if (time >= self.teleport_time)
- PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
#endif
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move();
}
void PM_swim(float maxspd_mod)
{
-#ifdef SVQC
// swimming
- self.flags &= ~FL_ONGROUND;
-
+ 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' * self.v_angle.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(self.v_angle);
- //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
- vector wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+ //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
+ vector wishvel = v_forward * self.movement.x
+ + v_right * self.movement.y
+ + '0 0 1' * self.movement.z;
if (wishvel == '0 0 0')
wishvel = '0 0 -60'; // drift towards bottom
vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
- wishspeed = self.stat_sv_maxspeed*maxspd_mod;
- wishspeed = wishspeed * 0.7;
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
- // water friction
- self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
- // water acceleration
- PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+// 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;
+
+ 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
+ }
+ }
+ // water acceleration
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move();
}
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 = autocvar_sv_gravity * frametime;
- if(self.gravity)
- g *= self.gravity;
- if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
+ g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
+ if (PHYS_ENTGRAVITY(self))
+ g *= PHYS_ENTGRAVITY(self);
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
{
g *= 0.5;
self.velocity_z += g;
}
- self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+ self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
makevectors(self.v_angle);
- //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
- vector wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+ //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
+ vector wishvel = v_forward * self.movement_x
+ + v_right * self.movement_y
+ + '0 0 1' * self.movement_z;
self.velocity_z += g;
if (self.ladder_entity.classname == "func_water")
{
float f = vlen(wishvel);
if (f > self.ladder_entity.speed)
- wishvel = wishvel * (self.ladder_entity.speed / f);
+ wishvel *= (self.ladder_entity.speed / f);
self.watertype = self.ladder_entity.skin;
f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
}
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
- wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+#ifdef SVQC
if (time >= self.teleport_time)
- {
- // water acceleration
- PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
- }
#endif
+ // water acceleration
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move();
}
void PM_jetpack(float maxspd_mod)
{
-#ifdef SVQC
- //makevectors(self.v_angle_y * '0 1 0');
+ //makevectors(self.v_angle.y * '0 1 0');
makevectors(self.v_angle);
- vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+ vector wishvel = v_forward * self.movement_x
+ + v_right * self.movement_y;
// add remaining speed as Z component
- float maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
+ float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
// fix speedhacks :P
- wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
+ wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
// add the unused velocity as up component
wishvel_z = 0;
- // if(self.BUTTON_JUMP)
+ // if (self.BUTTON_JUMP)
wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
// it is now normalized, so...
- float a_side, a_up, a_add, a_diff;
- a_side = autocvar_g_jetpack_acceleration_side;
- a_up = autocvar_g_jetpack_acceleration_up;
- a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
+ float a_side = PHYS_JETPACK_ACCEL_SIDE;
+ float a_up = PHYS_JETPACK_ACCEL_UP;
+ float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
wishvel_x *= a_side;
wishvel_y *= a_side;
wishvel_z *= a_up;
wishvel_z += a_add;
- float best;
- best = 0;
+ float best = 0;
//////////////////////////////////////////////////////////////////////////////////////
// finding the maximum over all vectors of above form
// with wishvel having an absolute value of 1
// for z in the range from -1 to 1
//////////////////////////////////////////////////////////////////////////////////////
// maximum is EITHER attained at the single extreme point:
- a_diff = a_side * a_side - a_up * a_up;
+ float a_diff = a_side * a_side - a_up * a_up;
float f;
- if(a_diff != 0)
+ if (a_diff != 0)
{
f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
- if(f > -1 && f < 1) // can it be attained?
+ if (f > -1 && f < 1) // can it be attained?
{
best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
//print("middle\n");
}
// OR attained at z = 1:
f = (a_up + a_add) * (a_up + a_add);
- if(f > best)
+ if (f > best)
{
best = f;
//print("top\n");
}
// OR attained at z = -1:
f = (a_up - a_add) * (a_up - a_add);
- if(f > best)
+ if (f > best)
{
best = f;
//print("bottom\n");
//print("best possible acceleration: ", ftos(best), "\n");
float fxy, fz;
- fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
- if(wishvel_z - autocvar_sv_gravity > 0)
- fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
+ fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
+ if (wishvel_z - PHYS_GRAVITY > 0)
+ fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
else
- fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
+ fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
float fvel;
fvel = vlen(wishvel);
wishvel_x *= fxy;
wishvel_y *= fxy;
- wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
+ wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
fvel = min(1, vlen(wishvel) / best);
- if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
- f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
+ if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
+ f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
else
f = 1;
if (f > 0 && wishvel != '0 0 0')
{
- self.velocity = self.velocity + wishvel * f * frametime;
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
- self.flags &= ~FL_ONGROUND;
- self.items |= IT_USING_JETPACK;
+ self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
+ UNSET_ONGROUND(self);
+
+#ifdef SVQC
+ if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
+ self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
+
+ ITEMS_STAT(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
}
void PM_walk(float buttons_prev, float maxspd_mod)
{
-#ifdef SVQC
- // we get here if we ran out of ammo
- if((self.items & 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");
-
- // walking
- makevectors(self.v_angle_y * '0 1 0');
- vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
-
- if(!(self.lastflags & FL_ONGROUND))
+ if (!WAS_ONGROUND(self))
{
- if(autocvar_speedmeter)
+#ifdef SVQC
+ if (autocvar_speedmeter)
dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
- if(self.lastground < time - 0.3)
- self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
- if(self.jumppadcount > 1)
+#endif
+ if (self.lastground < time - 0.3)
+ self.velocity *= (1 - PHYS_FRICTION_ONLAND);
+#ifdef SVQC
+ if (self.jumppadcount > 1)
dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
self.jumppadcount = 0;
+#endif
}
-#ifdef LETS_TEST_FTEQCC
- if(self.velocity_x || self.velocity_y)
- {
- // good
- }
- else
- {
- if(self.velocity_x)
- checkclient();
- if(self.velocity_y)
- checkclient();
- }
-#endif
+ // walking
+ makevectors(self.v_angle.y * '0 1 0');
+ vector wishvel = v_forward * self.movement.x
+ + v_right * self.movement.y;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
- vector v = self.velocity;
- v_z = 0;
- float f = vlen(v);
- if(f > 0)
- {
- if (f < autocvar_sv_stopspeed)
- f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
+ wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
+
+ // apply edge friction
+ float f = vlen(vec2(self.velocity));
+ if (f > 0)
+ {
+ float realfriction;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+ // TODO: apply edge friction
+ // apply ground friction
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+ realfriction = PHYS_FRICTION_SLICK;
else
- f = 1 - frametime * autocvar_sv_friction;
- if (f > 0)
- self.velocity = self.velocity * f;
- else
- self.velocity = '0 0 0';
+ realfriction = PHYS_FRICTION;
+
+ f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
+ f = max(0, f);
+ self.velocity *= f;
/*
Mathematical analysis time!
Our goal is to invert this mess.
For the two cases we get:
- v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
- = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
- v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
+ v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
+ = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+ v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
and
- v = v0 * (1 - frametime * autocvar_sv_friction)
- v0 = v / (1 - frametime * autocvar_sv_friction)
+ v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
These cases would be chosen ONLY if:
- v0 < autocvar_sv_stopspeed
- v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
- v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
+ v0 < PHYS_STOPSPEED
+ v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
+ v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
and, respectively:
- v0 >= autocvar_sv_stopspeed
- v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
- v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
+ v0 >= PHYS_STOPSPEED
+ v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
+ v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
*/
}
-
- // acceleration
- vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
- wishspeed = self.stat_sv_maxspeed*maxspd_mod;
- if (self.crouch)
- wishspeed = wishspeed * 0.5;
- if (time >= self.teleport_time)
- PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-#endif
+ float addspeed = wishspeed - 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)
+ PM_ClientMovement_Move();
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
+ self.velocity_z -= g * 0.5;
}
void PM_air(float buttons_prev, float maxspd_mod)
{
-#ifdef SVQC
- float wishspeed0;
- // we get here if we ran out of ammo
- if((self.items & 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");
-
- float maxairspd, airaccel;
- if(maxspd_mod < 1)
- {
- maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
- airaccel = autocvar_sv_airaccelerate*maxspd_mod;
- }
- else
- {
- maxairspd = autocvar_sv_maxairspeed;
- airaccel = autocvar_sv_airaccelerate;
- }
- // airborn
- makevectors(self.v_angle_y * '0 1 0');
- vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+ makevectors(self.v_angle.y * '0 1 0');
+ vector wishvel = v_forward * self.movement.x
+ + v_right * self.movement.y;
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = wishspeed0 = vlen(wishvel);
- if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
- wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
- if (wishspeed > maxairspd)
- wishspeed = maxairspd;
- if (self.crouch)
- wishspeed = wishspeed * 0.5;
+ float wishspeed = vlen(wishvel);
+
+#ifdef SVQC
if (time >= self.teleport_time)
+#else
+ if (pmove_waterjumptime <= 0)
+#endif
{
- float accelerating;
- float wishspeed2;
- float airaccelqw;
- float strafity;
+ float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
- airaccelqw = self.stat_sv_airaccel_qw;
- accelerating = (self.velocity * wishdir > 0);
- wishspeed2 = wishspeed;
+ // 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
- if(autocvar_sv_airstopaccelerate)
+ // CPM: air control
+ if (PHYS_AIRSTOPACCELERATE)
{
- vector curdir;
- curdir = self.velocity;
- curdir_z = 0;
- curdir = normalize(curdir);
- airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+ vector curdir = normalize(vec2(self.velocity));
+ airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
}
// note that for straight forward jumping:
- // step = accel * frametime * wishspeed0;
+ // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
// accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
// -->
// dv/dt = accel * maxspeed (when slow)
// dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
// log dv/dt = logaccel + logmaxspeed (when slow)
// log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
- strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
- if(autocvar_sv_maxairstrafespeed)
- wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
- if(autocvar_sv_airstrafeaccelerate)
- airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
- if(self.stat_sv_airstrafeaccel_qw)
- 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));
+ float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
+ if (PHYS_MAXAIRSTRAFESPEED)
+ wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
+ if (PHYS_AIRSTRAFEACCELERATE(self))
+ airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
+ if (PHYS_AIRSTRAFEACCEL_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(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
- PM_AirAccelerate(self, wishdir, wishspeed);
+ if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
+ PM_AirAccelerate(wishdir, wishspeed2);
else
- PM_Accelerate(self, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
+ PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
- if(autocvar_sv_aircontrol)
- CPM_PM_Aircontrol(self, wishdir, wishspeed2);
+ if (PHYS_AIRCONTROL)
+ CPM_PM_Aircontrol(wishdir, wishspeed2);
}
-#endif
+ 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;
}
-// TODO: merge this with main physics frame
-void CSQC_ClientMovement_Physics_Walk(entity s)
+// used for calculating airshots
+bool IsFlying(entity a)
{
- float friction;
- float wishspeed;
- float addspeed;
- float accelspeed;
- float f;
- float g;
- vector wishvel;
- vector wishdir;
- vector yawangles;
-
- // 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(s) & 2)
- {
- if (IS_ONGROUND(s) && (!IS_JUMP_HELD(s) || !cvar("cl_movement_track_canjump")))
- {
- s.velocity_z += PHYS_JUMPVELOCITY;
- UNSET_ONGROUND(s);
- SET_JUMP_HELD(s); // canjump = false
- }
- }
- else
- UNSET_JUMP_HELD(s); // canjump = true
-
- // calculate movement vector
- yawangles = '0 0 0';
- yawangles_y = PHYS_INPUT_ANGLES(s)_y;
- makevectors(yawangles);
- wishvel = PHYS_INPUT_MOVEVALUES(s)_x * v_forward + PHYS_INPUT_MOVEVALUES(s)_y * v_right;
-
- // split wishvel into wishspeed and wishdir
- wishspeed = vlen(wishvel);
- if (wishspeed)
- wishdir = wishvel / wishspeed;
- else
- wishdir = '0 0 0';
- // check if onground
- if (IS_ONGROUND(s))
- {
- wishspeed = min(wishspeed, PHYS_MAXSPEED(s));
- if (IS_DUCKED(s))
- wishspeed *= 0.5;
-
- // apply edge friction
- f = sqrt(s.velocity_x * s.velocity_x + s.velocity_y * s.velocity_y);
- if (f > 0)
- {
- friction = PHYS_FRICTION;
- if (PHYS_EDGEFRICTION != 1)
- {
- vector neworigin2;
- vector neworigin3;
- // note: QW uses the full player box for the trace, and yet still
- // uses s.origin_z + s.mins_z, which is clearly an bug, but
- // this mimics it for compatibility
- neworigin2 = s.origin;
- neworigin2_x += s.velocity_x*(16/f);
- neworigin2_y += s.velocity_y*(16/f);
- neworigin2_z += s.mins_z;
- neworigin3 = neworigin2;
- neworigin3_z -= 34;
- traceline(neworigin2, neworigin3, MOVE_NORMAL, s);
- if (trace_fraction == 1 && !trace_startsolid)
- friction *= PHYS_EDGEFRICTION;
- }
- // apply ground friction
- f = 1 - PHYS_INPUT_TIMELENGTH * friction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
- f = max(f, 0);
- s.velocity *= f;
- }
- addspeed = wishspeed - dotproduct(s.velocity, wishdir);
- if (addspeed > 0)
- {
- accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
- s.velocity += accelspeed * wishdir;
- }
- g = PHYS_GRAVITY * PHYS_ENTGRAVITY(s) * PHYS_INPUT_TIMELENGTH;
- if(!(GAMEPLAYFIX_NOGRAVITYONGROUND))
- {
- if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- s.velocity_z -= g * 0.5;
- else
- s.velocity_z -= g;
- }
- if (VLEN2(s.velocity))
- CSQC_ClientMovement_Move(s);
- if(!(GAMEPLAYFIX_NOGRAVITYONGROUND) || !IS_ONGROUND(s))
- {
- if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- s.velocity_z -= g * 0.5;
- }
- }
- else
- {
- if (pmove_waterjumptime <= 0)
- {
- // apply air speed limit
- float accel, wishspeed0, wishspeed2, accelqw, strafity;
- float accelerating;
-
- accelqw = PHYS_AIRACCEL_QW;
- wishspeed0 = wishspeed;
- wishspeed = min(wishspeed, PHYS_MAXAIRSPEED);
- if (IS_DUCKED(s))
- wishspeed *= 0.5;
- accel = PHYS_AIRACCELERATE;
-
- accelerating = (dotproduct(s.velocity, wishdir) > 0);
- wishspeed2 = wishspeed;
-
- // CPM: air control
- if(PHYS_AIRSTOPACCELERATE != 0)
- {
- vector curdir;
- curdir_x = s.velocity_x;
- curdir_y = s.velocity_y;
- curdir_z = 0;
- curdir = normalize(curdir);
- accel = accel + (PHYS_AIRSTOPACCELERATE - accel) * max(0, -dotproduct(curdir, wishdir));
- }
- strafity = IsMoveInDirection(PHYS_INPUT_MOVEVALUES(s), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(s), +90); // if one is nonzero, other is always zero
- if(PHYS_MAXAIRSTRAFESPEED)
- wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED, strafity, PHYS_MAXAIRSTRAFESPEED));
- if(PHYS_AIRSTRAFEACCELERATE)
- accel = GeomLerp(PHYS_AIRACCELERATE, strafity, PHYS_AIRSTRAFEACCELERATE);
- if(PHYS_AIRSTRAFEACCEL_QW)
- accelqw =
- (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW : PHYS_AIRACCEL_QW) >= 0) ? +1 : -1)
- *
- (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW)));
- // !CPM
-
- if(PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(s)_y == 0 && PHYS_INPUT_MOVEVALUES(s)_x != 0)
- PM_AirAccelerate(s, wishdir, wishspeed2);
- else
- PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR, PHYS_AIRACCEL_SIDEWAYS_FRICTION / PHYS_MAXAIRSPEED, PHYS_AIRSPEEDLIMIT_NONQW);
-
- if(PHYS_AIRCONTROL)
- CPM_PM_Aircontrol(s, wishdir, wishspeed2);
- }
- g = PHYS_GRAVITY * PHYS_ENTGRAVITY(s) * PHYS_INPUT_TIMELENGTH;
- if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- s.velocity_z -= g * 0.5;
- else
- s.velocity_z -= g;
- CSQC_ClientMovement_Move(s);
- if(!(GAMEPLAYFIX_NOGRAVITYONGROUND) || !IS_ONGROUND(s))
- {
- if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- s.velocity_z -= g * 0.5;
- }
- }
+ if(IS_ONGROUND(a))
+ return false;
+ if(a.waterlevel >= WATERLEVEL_SWIMMING)
+ return false;
+ traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
+ if(trace_fraction < 1)
+ return false;
+ return true;
}
-// TODO: merge this with main physics frame
-void CSQC_ClientMovement_Physics_Swim(entity s)
+void PM_Main()
{
- // swimming
- self.flags &= ~FL_ONGROUND;
-
- makevectors(PHYS_INPUT_ANGLES(s));
- //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
- vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(s)_x + v_right * PHYS_INPUT_MOVEVALUES(s)_y + '0 0 1' * PHYS_INPUT_MOVEVALUES(s)_z;
- if (wishvel == '0 0 0')
- wishvel = '0 0 -60'; // drift towards bottom
-
- vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- if (wishspeed > PHYS_MAXSPEED(s))
- wishspeed = PHYS_MAXSPEED(s);
- wishspeed = wishspeed * 0.7;
+ int buttons = PHYS_INPUT_BUTTON_MASK(self);
+#ifdef CSQC
+ self.items = getstati(STAT_ITEMS, 0, 24);
- // water friction
- self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
+ self.movement = PHYS_INPUT_MOVEVALUES(self);
- // water acceleration
- PM_Accelerate(s, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE, 1, 0, 0, 0);
-}
+ vector oldv_angle = self.v_angle;
+ vector oldangles = self.angles; // we need to save these, as they're abused by other code
+ self.v_angle = PHYS_INPUT_ANGLES(self);
+ self.angles = PHYS_WORLD_ANGLES(self);
-void PM_Main(entity s)
-{
-#ifdef CSQC
- //Con_Printf(" %f", frametime);
- if (!(PHYS_INPUT_BUTTONS(s) & 2)) // !jump
- UNSET_JUMP_HELD(s); // canjump = true
+ 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(s);
+
+ PM_ClientMovement_UpdateStatus(true);
#endif
-#ifdef SVQC
-float maxspd_mod, spd, buttons;
- string temps;
- float buttons_prev;
- float not_allowed_to_move;
+
+#ifdef SVQC
WarpZone_PlayerPhysics_FixVAngle();
+#endif
+ float maxspeed_mod = 1;
+ maxspeed_mod *= PM_check_keepaway();
+ maxspeed_mod *= PHYS_HIGHSPEED;
- maxspd_mod = 1;
- maxspd_mod *= PM_check_keepaway();
- maxspd_mod *= autocvar_g_movement_highspeed;
-
- // fix physics stats for g_movement_highspeed
- // TODO maybe rather use maxairspeed? needs testing
- 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 = autocvar_g_movement_highspeed;
+#ifdef SVQC
+ Physics_UpdateStats(maxspeed_mod);
- if(self.PlayerPhysplug)
- if(self.PlayerPhysplug())
- return;
+ if (self.PlayerPhysplug)
+ if (self.PlayerPhysplug())
+ return;
+#endif
PM_check_race_movetime();
-
+#ifdef SVQC
anticheat_physics();
-
- 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);
+#endif
if (PM_check_specialcommand(buttons))
return;
-
- if(sv_maxidle > 0)
+#ifdef SVQC
+ if (sv_maxidle > 0)
{
- if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
+ if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
self.parm_idlesince = time;
}
- buttons_prev = self.buttons_old;
+#endif
+ int buttons_prev = self.buttons_old;
self.buttons_old = buttons;
self.movement_old = self.movement;
self.v_angle_old = self.v_angle;
PM_check_nickspam();
PM_check_punch();
-
+#ifdef SVQC
if (IS_BOT_CLIENT(self))
{
- if(playerdemo_read())
+ if (playerdemo_read())
return;
bot_think();
}
- self.items &= ~IT_USING_JETPACK;
-
- if(IS_PLAYER(self))
+ if (IS_PLAYER(self))
+#endif
{
- if(self.race_penalty)
- if(time > self.race_penalty)
+#ifdef SVQC
+ if (self.race_penalty)
+ if (time > self.race_penalty)
self.race_penalty = 0;
+#endif
- not_allowed_to_move = 0;
- if(self.race_penalty)
- not_allowed_to_move = 1;
- if(!autocvar_sv_ready_restart_after_countdown)
- if(time < game_starttime)
- not_allowed_to_move = 1;
+ bool not_allowed_to_move = false;
+#ifdef SVQC
+ if (self.race_penalty)
+ not_allowed_to_move = true;
+#endif
+#ifdef SVQC
+ if (time < game_starttime)
+ not_allowed_to_move = true;
+#endif
- if(not_allowed_to_move)
+ if (not_allowed_to_move)
{
self.velocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
+#ifdef SVQC
self.disableclientprediction = 2;
+#endif
}
- else if(self.disableclientprediction == 2)
+#ifdef SVQC
+ else if (self.disableclientprediction == 2)
{
- if(self.movetype == MOVETYPE_NONE)
+ if (self.movetype == MOVETYPE_NONE)
self.movetype = MOVETYPE_WALK;
self.disableclientprediction = 0;
}
+#endif
}
+#ifdef SVQC
if (self.movetype == MOVETYPE_NONE)
return;
// when we get here, disableclientprediction cannot be 2
self.disableclientprediction = 0;
- if(time < self.ladder_time)
- self.disableclientprediction = 1;
+#endif
+
+ viewloc_PlayerPhysics();
PM_check_spider();
PM_check_frozen();
- MUTATOR_CALLHOOK(PlayerPhysics);
-
PM_check_blocked();
- maxspd_mod = 1;
+ maxspeed_mod = 1;
- if(self.in_swamp) {
- maxspd_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
- }
+ if (self.in_swamp)
+ maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
// conveyors: first fix velocity
- if(self.conveyor.state)
+ 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))
{
- maxspd_mod *= autocvar_sv_spectator_speed_multiplier;
- if(!self.spectatorspeed)
- self.spectatorspeed = maxspd_mod;
- if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
+ maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
+ if (!self.spectatorspeed)
+ self.spectatorspeed = maxspeed_mod;
+ if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
{
- if(self.lastclassname != "player")
+ if (self.lastclassname != "player")
{
- if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
+ if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
- else if(self.impulse == 11)
- self.spectatorspeed = maxspd_mod;
- else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
+ else if (self.impulse == 11)
+ self.spectatorspeed = maxspeed_mod;
+ else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
- else if(self.impulse >= 1 && self.impulse <= 9)
+ else if (self.impulse >= 1 && self.impulse <= 9)
self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
} // otherwise just clear
self.impulse = 0;
}
- maxspd_mod *= self.spectatorspeed;
+ maxspeed_mod = self.spectatorspeed;
}
- spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod;
+ float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
if(self.speed != spd)
{
self.speed = spd;
- temps = ftos(spd);
+ string temps = ftos(spd);
stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
}
- // if dead, behave differently
- if (self.deadflag)
- goto end;
-
- if (!self.fixangle && !g_bugrigs)
+ if(self.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
{
- self.angles_x = 0;
- self.angles_y = self.v_angle_y;
- self.angles_z = 0;
+ self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
+ stuffcmd(self, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
}
-
- if(self.flags & FL_ONGROUND)
- if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
- if(self.wasFlying)
+ if(self.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
{
- self.wasFlying = 0;
+ self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
+ stuffcmd(self, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
+ }
+#endif
- if(self.waterlevel < WATERLEVEL_SWIMMING)
- if(time >= self.ladder_time)
- if (!self.hook)
+ if(PHYS_DEAD(self))
+ {
+ // handle water here
+ vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
{
- self.nextstep = time + 0.3 + random() * 0.1;
- trace_dphitq3surfaceflags = 0;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
- if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
- {
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- else
- GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- }
+ self.velocity = self.velocity * 0.5;
+
+ // do we want this?
+ //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
+ //{ self.velocity_z = 70; }
}
+ goto end;
}
+#ifdef SVQC
+ if (!self.fixangle && !g_bugrigs)
+ self.angles = '0 1 0' * self.v_angle.y;
+#endif
+
+ PM_check_hitground();
+
if(IsFlying(self))
self.wasFlying = 1;
- if(IS_PLAYER(self))
+ if (IS_PLAYER(self))
CheckPlayerJump();
-#endif
-#ifdef CSQC
- if (s.waterlevel >= WATERLEVEL_SWIMMING)
- CSQC_ClientMovement_Physics_Swim(s);
- else
- CSQC_ClientMovement_Physics_Walk(s);
-#endif
-#ifdef SVQC
- if (self.flags & FL_WATERJUMP )
+
+ if (self.flags & FL_WATERJUMP)
{
self.velocity_x = self.movedir_x;
self.velocity_y = self.movedir_y;
self.teleport_time = 0;
}
}
+
+#ifdef SVQC
else if (g_bugrigs && IS_PLAYER(self))
- {
RaceCarPhysics();
- }
- else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
- {
- PM_fly(maxspd_mod);
- }
+#endif
+
+ else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS_STAT(self) & BUFF_FLIGHT.m_itemid))
+ PM_fly(maxspeed_mod);
+
else if (self.waterlevel >= WATERLEVEL_SWIMMING)
- {
- PM_swim(maxspd_mod);
- }
+ PM_swim(maxspeed_mod);
+
else if (time < self.ladder_time)
- {
- PM_ladder(maxspd_mod);
- }
- else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
- {
- PM_jetpack(maxspd_mod);
- }
- else if (self.flags & FL_ONGROUND)
- {
- PM_walk(buttons_prev, maxspd_mod);
- }
+ PM_ladder(maxspeed_mod);
+
+ else if (ITEMS_STAT(self) & IT_USING_JETPACK)
+ PM_jetpack(maxspeed_mod);
+
+ else if (IS_ONGROUND(self))
+ PM_walk(buttons_prev, maxspeed_mod);
+
else
- {
- PM_air(buttons_prev, maxspd_mod);
- }
-#endif
+ PM_air(buttons_prev, maxspeed_mod);
+
#ifdef SVQC
- if(!IS_OBSERVER(self))
+ if (!IS_OBSERVER(self))
PM_check_race();
-
+#endif
PM_check_vortex();
+
:end
- if(self.flags & FL_ONGROUND)
+ if (IS_ONGROUND(self))
self.lastground = time;
// conveyors: then break velocity again
self.velocity += self.conveyor.movedir;
self.lastflags = self.flags;
+
self.lastclassname = self.classname;
-#endif
-}
-void CSQC_ClientMovement_PlayerMove_Frame(entity s)
-{
- // if a move is more than 50ms, do it as two moves (matching qwsv)
- //Con_Printf("%i ", s.cmd.msec);
- if(PHYS_INPUT_TIMELENGTH > 0.0005)
- {
- if (PHYS_INPUT_TIMELENGTH > 0.05)
- {
- PHYS_INPUT_TIMELENGTH /= 2;
- PM_Main(s);
- }
- PM_Main(s);
- }
- else
- {
- // we REALLY need this handling to happen, even if the move is not executed
- if (!(PHYS_INPUT_BUTTONS(s) & 2)) // !jump
- UNSET_JUMP_HELD(s); // canjump = true
- }
+#ifdef CSQC
+ self.v_angle = oldv_angle;
+ self.angles = oldangles;
+#endif
}
-#undef VLEN2
-
-#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_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(self);
+ PM_Main();
+
+#ifdef CSQC
+ self.pmove_flags =
+ ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
+ (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
+ ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);
+#endif
}
-#endif
\ No newline at end of file