MUTATOR_CALLHOOK(PlayerPhysics);
+ if(self.player_blocked)
+ {
+ self.movement = '0 0 0';
+ self.disableclientprediction = 1;
+ }
+
maxspd_mod = 1;
swampspd_mod = 1;
swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
}
+ // conveyors: first fix velocity
+ if(self.conveyor.state)
+ self.velocity -= self.conveyor.movedir;
+
if(self.classname != "player")
{
maxspd_mod = autocvar_sv_spectator_speed_multiplier;
self.velocity = self.velocity * f;
else
self.velocity = '0 0 0';
+ /*
+ 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
+ and
+ v = v0 * (1 - frametime * autocvar_sv_friction)
+ v0 = v / (1 - frametime * autocvar_sv_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)
+ and, respectively:
+ v0 >= autocvar_sv_stopspeed
+ v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
+ v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
+ */
}
// acceleration
if(self.flags & FL_ONGROUND)
self.lastground = time;
+ // conveyors: then break velocity again
+ if(self.conveyor.state)
+ self.velocity += self.conveyor.movedir;
+
self.lastflags = self.flags;
self.lastclassname = self.classname;
}