-#include "physics.qh"
-#include "triggers/include.qh"
-#include "viewloc.qh"
-
-#ifdef SVQC
-
-#include "../server/miscfunctions.qh"
-#include "triggers/trigger/viewloc.qh"
-
-// client side physics
-bool Physics_Valid(string thecvar)
-{
- return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
-}
-
-float Physics_ClientOption(entity this, string option)
-{
- if(Physics_Valid(this.cvar_cl_physics))
- {
- string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
- if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
- return cvar(s);
- }
- if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
- {
- string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
- if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
- return cvar(s);
- }
- return cvar(strcat("sv_", option));
-}
-
-void Physics_UpdateStats(entity this, float maxspd_mod)
-{
- STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
- STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
- ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
- : 0;
- STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
- STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
-
- // old stats
- // fix some new settings
- STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
- STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
- STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
- STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
- STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
- STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
- STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
- STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
- STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
- STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
- STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
- STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
- STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
- STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
- STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
- STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
- STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
- STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
- STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
- STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
-}
-#endif
-
-float IsMoveInDirection(vector mv, float ang) // key mix factor
-{
- if (mv_x == 0 && mv_y == 0)
- return 0; // avoid division by zero
- 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)
-{
- return a == 0 ? (lerp < 1 ? 0 : b)
- : b == 0 ? (lerp > 0 ? 0 : a)
- : a * pow(fabs(b / a), lerp);
-}
-
-#define unstick_offsets(X) \
-/* 1 no nudge (just return the original if this test passes) */ \
- X(' 0.000 0.000 0.000') \
-/* 6 simple nudges */ \
- X(' 0.000 0.000 0.125') X('0.000 0.000 -0.125') \
- X('-0.125 0.000 0.000') X('0.125 0.000 0.000') \
- X(' 0.000 -0.125 0.000') X('0.000 0.125 0.000') \
-/* 4 diagonal flat nudges */ \
- X('-0.125 -0.125 0.000') X('0.125 -0.125 0.000') \
- X('-0.125 0.125 0.000') X('0.125 0.125 0.000') \
-/* 8 diagonal upward nudges */ \
- X('-0.125 0.000 0.125') X('0.125 0.000 0.125') \
- X(' 0.000 -0.125 0.125') X('0.000 0.125 0.125') \
- X('-0.125 -0.125 0.125') X('0.125 -0.125 0.125') \
- X('-0.125 0.125 0.125') X('0.125 0.125 0.125') \
-/* 8 diagonal downward nudges */ \
- X('-0.125 0.000 -0.125') X('0.125 0.000 -0.125') \
- X(' 0.000 -0.125 -0.125') X('0.000 0.125 -0.125') \
- X('-0.125 -0.125 -0.125') X('0.125 -0.125 -0.125') \
- X('-0.125 0.125 -0.125') X('0.125 0.125 -0.125') \
-/**/
-
-void PM_ClientMovement_Unstick(entity this)
-{
- #define X(unstick_offset) \
- { \
- vector neworigin = unstick_offset + this.origin; \
- tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, this); \
- if (!trace_startsolid) \
- { \
- setorigin(this, neworigin); \
- return; \
- } \
- }
- unstick_offsets(X);
- #undef X
-}
-
-void PM_ClientMovement_UpdateStatus(entity this, bool ground)
-{
-#ifdef CSQC
- if(!IS_PLAYER(this))
- return;
- // make sure player is not stuck
- if(autocvar_cl_movement == 3)
- PM_ClientMovement_Unstick(this);
-
- // set crouched
- if (PHYS_INPUT_BUTTON_CROUCH(this))
- {
- // wants to crouch, this always works
- if (!IS_DUCKED(this)) SET_DUCKED(this);
- }
- else
- {
- // wants to stand, if currently crouching we need to check for a low ceiling first
- if (IS_DUCKED(this))
- {
- tracebox(this.origin, PL_MIN, PL_MAX, this.origin, MOVE_NORMAL, this);
- if (!trace_startsolid) UNSET_DUCKED(this);
- }
- }
-
- // set onground
- vector origin1 = this.origin + '0 0 1';
- vector origin2 = this.origin - '0 0 1';
-
- if (ground && autocvar_cl_movement == 3)
- {
- tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
- if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
- {
- SET_ONGROUND(this);
-
- // this code actually "predicts" an impact; so let's clip velocity first
- this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
- }
- else
- UNSET_ONGROUND(this);
- }
-
- if(autocvar_cl_movement == 3)
- {
- // set watertype/waterlevel
- origin1 = this.origin;
- origin1.z += this.mins_z + 1;
- this.waterlevel = WATERLEVEL_NONE;
-
- int thepoint = pointcontents(origin1);
-
- this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
-
- if (this.watertype)
- {
- this.waterlevel = WATERLEVEL_WETFEET;
- origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
- thepoint = pointcontents(origin1);
- if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
- {
- this.waterlevel = WATERLEVEL_SWIMMING;
- origin1.z = this.origin.z + 22;
- thepoint = pointcontents(origin1);
- if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
- this.waterlevel = WATERLEVEL_SUBMERGED;
- }
- }
- }
-
- if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
- pmove_waterjumptime = 0;
-#endif
-}
-
-void PM_ClientMovement_Move(entity this)
-{
-#ifdef CSQC
-
- PM_ClientMovement_UpdateStatus(this, false);
- if(autocvar_cl_movement == 1)
- return;
-
- int bump;
- float t;
- float f;
- vector neworigin;
- vector currentorigin2;
- vector neworigin2;
- vector primalvelocity;
-
- 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';
-
- primalvelocity = this.velocity;
- for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
- {
- neworigin = this.origin + t * this.velocity;
- tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
- 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 = this.origin;
- currentorigin2_z += PHYS_STEPHEIGHT(this);
- neworigin2 = neworigin;
- neworigin2_z += PHYS_STEPHEIGHT(this);
- tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
- trace2_endpos = trace_endpos;
- trace2_fraction = trace_fraction;
- trace2_plane_normal = trace_plane_normal;
- if(!trace_startsolid)
- {
- // then move down from there
- currentorigin2 = trace2_endpos;
- neworigin2 = trace2_endpos;
- neworigin2_z = this.origin_z;
- tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
- 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(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
- {
- 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(trace1_fraction >= 0.001)
- setorigin(this, trace1_endpos);
-
- // check if it moved all the way
- 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(trace1_plane_normal_z > 0.7)
- SET_ONGROUND(this);
-
- t -= t * trace1_fraction;
-
- f = (this.velocity * trace1_plane_normal);
- this.velocity = this.velocity + -f * trace1_plane_normal;
- }
- if(PHYS_TELEPORT_TIME(this) > 0)
- this.velocity = primalvelocity;
-#endif
-}
-
-void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
-{
- float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
- if (k <= 0)
- return;
-
- k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
-
- float zspeed = this.velocity_z;
- this.velocity_z = 0;
- float xyspeed = vlen(this.velocity);
- this.velocity = normalize(this.velocity);
-
- float dot = this.velocity * wishdir;
-
- if (dot > 0) // we can't change direction while slowing down
- {
- k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
- xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
- k *= PHYS_AIRCONTROL(this);
- this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
- }
-
- this.velocity = this.velocity * xyspeed;
- this.velocity_z = zspeed;
-}
-
-float AdjustAirAccelQW(float accelqw, float factor)
-{
- return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
-}
-
-// example config for alternate speed clamping:
-// sv_airaccel_qw 0.8
-// sv_airaccel_sideways_friction 0
-// prvm_globalset server speedclamp_mode 1
-// (or 2)
-void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
-{
- float speedclamp = stretchfactor > 0 ? stretchfactor
- : accelqw < 0 ? 1 // full clamping, no stretch
- : -1; // no clamping
-
- accelqw = fabs(accelqw);
-
- if (GAMEPLAYFIX_Q2AIRACCELERATE)
- wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
-
- float vel_straight = this.velocity * wishdir;
- float vel_z = this.velocity_z;
- vector vel_xy = vec2(this.velocity);
- vector vel_perpend = vel_xy - vel_straight * wishdir;
-
- float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
-
- float vel_xy_current = vlen(vel_xy);
- if (speedlimit)
- accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
- 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);
-
- 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 = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
- float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
- // assume: themin > 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 (themin <= 0)
- vel_perpend *= f;
- else
- {
- themin = sqrt(themin);
- vel_perpend *= max(themin, f);
- }
- }
- else
- vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
-
- vel_xy = vel_straight * wishdir + vel_perpend;
-
- if (speedclamp >= 0)
- {
- float vel_xy_preclamp;
- vel_xy_preclamp = vlen(vel_xy);
- 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)
- vel_xy *= (vel_xy_current / vel_xy_preclamp);
- }
- }
-
- this.velocity = vel_xy + vel_z * '0 0 1';
-}
-
-void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
-{
- if (wishspeed == 0)
- return;
-
- vector curvel = this.velocity;
- curvel_z = 0;
- float curspeed = vlen(curvel);
-
- if (wishspeed > curspeed * 1.01)
- wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
- else
- {
- float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
- wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
- }
- vector wishvel = wishdir * wishspeed;
- vector acceldir = wishvel - curvel;
- float addspeed = vlen(acceldir);
- acceldir = normalize(acceldir);
-
- float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
-
- if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
- {
- vector curdir = normalize(curvel);
- float dot = acceldir * curdir;
- if (dot < 0)
- acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
- }
-
- this.velocity += accelspeed * acceldir;
-}
-
-
-/*
-=============
-PlayerJump
-
-When you press the jump key
-returns true if handled
-=============
-*/
-bool PlayerJump(entity this)
-{
- if (PHYS_FROZEN(this))
- return true; // no jumping in freezetag when frozen
-
-#ifdef SVQC
- if (this.player_blocked)
- return true; // no jumping while blocked
-#endif
-
- bool doublejump = false;
- float mjumpheight = PHYS_JUMPVELOCITY(this);
-
- if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
- return true;
-
- doublejump = player_multijump;
- mjumpheight = player_jumpheight;
-
- if (this.waterlevel >= WATERLEVEL_SWIMMING)
- {
- if(this.viewloc)
- {
- doublejump = true;
- mjumpheight *= 0.7;
- }
- else
- {
- this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
- return true;
- }
- }
-
- if (!doublejump)
- if (!IS_ONGROUND(this))
- return IS_JUMP_HELD(this);
-
- bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
- if(PHYS_TRACK_CANJUMP(this))
- track_jump = true;
-
- if (track_jump)
- if (IS_JUMP_HELD(this))
- 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(PHYS_JUMPSPEEDCAP_MIN != "")
- {
- float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
-
- if (this.velocity_z < minjumpspeed)
- mjumpheight += minjumpspeed - this.velocity_z;
- }
-
- if(PHYS_JUMPSPEEDCAP_MAX != "")
- {
- // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
- tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
-
- if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(this)))
- {
- float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
-
- if (this.velocity_z > maxjumpspeed)
- mjumpheight -= this.velocity_z - maxjumpspeed;
- }
- }
-
- if (!WAS_ONGROUND(this))
- {
-#ifdef SVQC
- if(autocvar_speedmeter)
- LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
-#endif
- if(this.lastground < time - 0.3)
- {
- float f = (1 - PHYS_FRICTION_ONLAND(this));
- this.velocity_x *= f;
- this.velocity_y *= f;
- }
-#ifdef SVQC
- if(this.jumppadcount > 1)
- LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
- this.jumppadcount = 0;
-#endif
- }
-
- this.velocity_z += mjumpheight;
-
- UNSET_ONGROUND(this);
- SET_JUMP_HELD(this);
-
-#ifdef SVQC
-
- this.oldvelocity_z = this.velocity_z;
-
- animdecide_setaction(this, ANIMACTION_JUMP, true);
-
- if (autocvar_g_jump_grunt)
- PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-#endif
- return true;
-}
-
-void CheckWaterJump(entity this)
-{
-// check for a jump-out-of-water
- makevectors(this.v_angle);
- vector start = this.origin;
- start_z += 8;
- v_forward_z = 0;
- normalize(v_forward);
- vector end = start + v_forward*24;
- traceline (start, end, true, this);
- if (trace_fraction < 1)
- { // solid at waist
- start_z = start_z + this.maxs_z - 8;
- end = start + v_forward*24;
- this.movedir = trace_plane_normal * -50;
- traceline(start, end, true, this);
- if (trace_fraction == 1)
- { // open at eye level
- this.velocity_z = 225;
- this.flags |= FL_WATERJUMP;
- SET_JUMP_HELD(this);
- #ifdef SVQC
- PHYS_TELEPORT_TIME(this) = time + 2; // safety net
- #elif defined(CSQC)
- pmove_waterjumptime = time + 2;
- #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;
-void CheckPlayerJump(entity this)
-{
-#ifdef SVQC
- float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
-#endif
- if (JETPACK_JUMP(this) < 2)
- ITEMS_STAT(this) &= ~IT_USING_JETPACK;
-
- if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
- {
- float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
- float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
- float has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
-
- if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
- else if (this.jetpack_stopped) { }
- else if (!has_fuel)
- {
-#ifdef SVQC
- if (was_flying) // TODO: ran out of fuel message
- Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
- else if (activate)
- Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
-#endif
- this.jetpack_stopped = true;
- ITEMS_STAT(this) &= ~IT_USING_JETPACK;
- }
- else if (activate && !PHYS_FROZEN(this))
- ITEMS_STAT(this) |= IT_USING_JETPACK;
- }
- else
- {
- this.jetpack_stopped = false;
- ITEMS_STAT(this) &= ~IT_USING_JETPACK;
- }
- if (!PHYS_INPUT_BUTTON_JUMP(this))
- UNSET_JUMP_HELD(this);
-
- if (this.waterlevel == WATERLEVEL_SWIMMING)
- CheckWaterJump(this);
-}
-
-float racecar_angle(float forward, float down)
-{
- if (forward < 0)
- {
- forward = -forward;
- down = -down;
- }
-
- float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
-
- float angle_mult = forward / (800 + forward);
-
- if (ret > 180)
- return ret * angle_mult + 360 * (1 - angle_mult);
- else
- return ret * angle_mult;
-}
-
-string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
-.float specialcommand_pos;
-void SpecialCommand()
-{
-#ifdef SVQC
- if (!CheatImpulse(CHIMPULSE_GIVE_ALL.impulse))
- LOG_INFO("A hollow voice says \"Plugh\".\n");
-#endif
-}
-
-float PM_check_specialcommand(entity this, float buttons)
-{
-#ifdef SVQC
- string c;
- if (!buttons)
- c = "x";
- else if (buttons == 1)
- c = "1";
- else if (buttons == 2)
- c = " ";
- else if (buttons == 128)
- c = "s";
- else if (buttons == 256)
- c = "w";
- else if (buttons == 512)
- c = "a";
- else if (buttons == 1024)
- c = "d";
- else
- c = "?";
-
- if (c == substring(specialcommand, this.specialcommand_pos, 1))
- {
- this.specialcommand_pos += 1;
- if (this.specialcommand_pos >= strlen(specialcommand))
- {
- this.specialcommand_pos = 0;
- SpecialCommand();
- return true;
- }
- }
- else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
- this.specialcommand_pos = 0;
-#endif
- return false;
-}
-
-void PM_check_nickspam(entity this)
-{
-#ifdef SVQC
- if (time >= this.nickspamtime)
- return;
- if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
- {
- // slight annoyance for nick change scripts
- this.movement = -1 * this.movement;
- this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
-
- if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
- {
- this.v_angle_x = random() * 360;
- this.v_angle_y = random() * 360;
- // at least I'm not forcing retardedview by also assigning to angles_z
- this.fixangle = true;
- }
- }
-#endif
-}
-
-void PM_check_punch(entity this)
-{
-#ifdef SVQC
- if (this.punchangle != '0 0 0')
- {
- float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
- if (f > 0)
- this.punchangle = normalize(this.punchangle) * f;
- else
- this.punchangle = '0 0 0';
- }
-
- if (this.punchvector != '0 0 0')
- {
- float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
- if (f > 0)
- this.punchvector = normalize(this.punchvector) * f;
- else
- this.punchvector = '0 0 0';
- }
-#endif
-}
-
-// predict frozen movement, as frozen players CAN move in some cases
-void PM_check_frozen(entity this)
-{
- if (!PHYS_FROZEN(this))
- return;
- if (PHYS_DODGING_FROZEN(this)
-#ifdef SVQC
- && IS_REAL_CLIENT(this)
-#endif
- )
- {
- this.movement_x = bound(-5, this.movement.x, 5);
- this.movement_y = bound(-5, this.movement.y, 5);
- this.movement_z = bound(-5, this.movement.z, 5);
- }
- else
- this.movement = '0 0 0';
-
- vector midpoint = ((this.absmin + this.absmax) * 0.5);
- if (pointcontents(midpoint) == CONTENT_WATER)
- {
- this.velocity = this.velocity * 0.5;
-
- if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
- this.velocity_z = 200;
- }
-}
-
-void PM_check_hitground(entity this)
-{
-#ifdef SVQC
- if (!this.wasFlying) return;
- this.wasFlying = false;
- if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
- if (time < this.ladder_time) return;
- if (this.hook) return;
- this.nextstep = time + 0.3 + random() * 0.1;
- trace_dphitq3surfaceflags = 0;
- tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
- entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- ? GS_FALL_METAL
- : GS_FALL;
- GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-#endif
-}
-
-void PM_Footsteps(entity this)
-{
-#ifdef SVQC
- if (!g_footsteps) return;
- if (IS_DUCKED(this)) return;
- if (time >= this.lastground + 0.2) return;
- if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;
- if ((time > this.nextstep) || (time < (this.nextstep - 10.0)))
- {
- this.nextstep = time + 0.3 + random() * 0.1;
- trace_dphitq3surfaceflags = 0;
- tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
- entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- ? GS_STEP_METAL
- : GS_STEP;
- GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- }
-#endif
-}
-
-void PM_check_blocked(entity this)
-{
-#ifdef SVQC
- if (!this.player_blocked)
- return;
- this.movement = '0 0 0';
- this.disableclientprediction = 1;
-#endif
-}
-
-void PM_fly(entity this, float maxspd_mod)
-{
- // noclipping or flying
- UNSET_ONGROUND(this);
-
- this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
- makevectors(this.v_angle);
- //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
- vector wishvel = v_forward * this.movement.x
- + v_right * this.movement.y
- + '0 0 1' * this.movement.z;
- // acceleration
- vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
-#ifdef SVQC
- if(time >= PHYS_TELEPORT_TIME(this))
-#endif
- PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
-}
-
-void PM_swim(entity this, float maxspd_mod)
-{
- // swimming
- UNSET_ONGROUND(this);
-
- float jump = PHYS_INPUT_BUTTON_JUMP(this);
- // water jump only in certain situations
- // this mimics quakeworld code
- if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc)
- {
- vector yawangles = '0 1 0' * this.v_angle.y;
- makevectors(yawangles);
- vector forward = v_forward;
- vector spot = this.origin + 24 * forward;
- spot_z += 8;
- traceline(spot, spot, MOVE_NOMONSTERS, this);
- if (trace_startsolid)
- {
- spot_z += 24;
- traceline(spot, spot, MOVE_NOMONSTERS, this);
- if (!trace_startsolid)
- {
- this.velocity = forward * 50;
- this.velocity_z = 310;
- #ifdef CSQC
- pmove_waterjumptime = 2;
- #endif
- UNSET_ONGROUND(this);
- SET_JUMP_HELD(this);
- }
- }
- }
- makevectors(this.v_angle);
- //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
- vector wishvel = v_forward * this.movement.x
- + v_right * this.movement.y
- + '0 0 1' * this.movement.z;
- if(this.viewloc)
- wishvel.z = -160; // drift anyway
- else if (wishvel == '0 0 0')
- wishvel = '0 0 -60'; // drift towards bottom
-
-
- vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
-
- if (IS_DUCKED(this))
- wishspeed *= 0.5;
-
-// if (pmove_waterjumptime <= 0) // TODO: use
- {
- // water friction
- float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
- f = min(max(0, f), 1);
- this.velocity *= f;
-
- f = wishspeed - this.velocity * wishdir;
- if (f > 0)
- {
- float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
- this.velocity += accelspeed * wishdir;
- }
-
- // holding jump button swims upward slowly
- if (jump && !this.viewloc)
- {
-#if 0
- if (this.watertype & CONTENT_LAVA)
- this.velocity_z = 50;
- else if (this.watertype & CONTENT_SLIME)
- this.velocity_z = 80;
- else
- {
- if (IS_NEXUIZ_DERIVED(gamemode))
-#endif
- this.velocity_z = 200;
-#if 0
- else
- this.velocity_z = 100;
- }
-#endif
- }
- }
- if(this.viewloc)
- {
- const float addspeed = wishspeed - this.velocity * wishdir;
- if (addspeed > 0)
- {
- const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
- this.velocity += accelspeed * wishdir;
- }
- }
- else
- {
- // water acceleration
- PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
- }
-}
-
-.vector oldmovement;
-void PM_ladder(entity this, float maxspd_mod)
-{
- // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
- UNSET_ONGROUND(this);
-
- float g;
- g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if (PHYS_ENTGRAVITY(this))
- g *= PHYS_ENTGRAVITY(this);
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- {
- g *= 0.5;
- this.velocity_z += g;
- }
-
- this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
- makevectors(this.v_angle);
- //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
- vector wishvel = v_forward * this.movement_x
- + v_right * this.movement_y
- + '0 0 1' * this.movement_z;
- if(this.viewloc)
- wishvel.z = this.oldmovement.x;
- this.velocity_z += g;
- if (this.ladder_entity.classname == "func_water")
- {
- float f = vlen(wishvel);
- if (f > this.ladder_entity.speed)
- wishvel *= (this.ladder_entity.speed / f);
-
- this.watertype = this.ladder_entity.skin;
- f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
- if ((this.origin_z + this.view_ofs_z) < f)
- this.waterlevel = WATERLEVEL_SUBMERGED;
- else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
- this.waterlevel = WATERLEVEL_SWIMMING;
- else if ((this.origin_z + this.mins_z + 1) < f)
- this.waterlevel = WATERLEVEL_WETFEET;
- else
- {
- this.waterlevel = WATERLEVEL_NONE;
- this.watertype = CONTENT_EMPTY;
- }
- }
- // acceleration
- vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
- if(time >= PHYS_TELEPORT_TIME(this))
- // water acceleration
- PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
-}
-
-void PM_jetpack(entity this, float maxspd_mod)
-{
- //makevectors(this.v_angle.y * '0 1 0');
- makevectors(this.v_angle);
- vector wishvel = v_forward * this.movement_x
- + v_right * this.movement_y;
- // add remaining speed as Z component
- float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
- // fix speedhacks :P
- wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
- // add the unused velocity as up component
- wishvel_z = 0;
-
- // if (this.BUTTON_JUMP)
- wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
-
- // it is now normalized, so...
- float a_side = PHYS_JETPACK_ACCEL_SIDE(this);
- float a_up = PHYS_JETPACK_ACCEL_UP(this);
- float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
-
- wishvel_x *= a_side;
- wishvel_y *= a_side;
- wishvel_z *= a_up;
- wishvel_z += a_add;
-
- float best = 0;
- //////////////////////////////////////////////////////////////////////////////////////
- // finding the maximum over all vectors of above form
- // with wishvel having an absolute value of 1
- //////////////////////////////////////////////////////////////////////////////////////
- // we're finding the maximum over
- // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
- // for z in the range from -1 to 1
- //////////////////////////////////////////////////////////////////////////////////////
- // maximum is EITHER attained at the single extreme point:
- float a_diff = a_side * a_side - a_up * a_up;
- float f;
- 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?
- {
- 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)
- {
- best = f;
- //print("top\n");
- }
- // OR attained at z = -1:
- f = (a_up - a_add) * (a_up - a_add);
- if (f > best)
- {
- best = f;
- //print("bottom\n");
- }
- best = sqrt(best);
- //////////////////////////////////////////////////////////////////////////////////////
-
- //print("best possible acceleration: ", ftos(best), "\n");
-
- float fxy, fz;
- fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE(this), 1);
- if (wishvel_z - PHYS_GRAVITY(this) > 0)
- fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
- else
- fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
-
- float fvel;
- fvel = vlen(wishvel);
- wishvel_x *= fxy;
- wishvel_y *= fxy;
- wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
-
- fvel = min(1, vlen(wishvel) / best);
- if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
- f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel));
- else
- f = 1;
-
- //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
-
- if (f > 0 && wishvel != '0 0 0')
- {
- this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
- UNSET_ONGROUND(this);
-
-#ifdef SVQC
- if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
- this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel * f;
-
- ITEMS_STAT(this) |= IT_USING_JETPACK;
-
- // jetpack also inhibits health regeneration, but only for 1 second
- this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
-#endif
- }
-
-#ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- {
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- else
- this.velocity_z -= g;
- }
- PM_ClientMovement_Move(this);
- if(autocvar_cl_movement == 3)
- {
- if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- }
-#endif
-}
-
-void PM_walk(entity this, float maxspd_mod)
-{
- if (!WAS_ONGROUND(this))
- {
-#ifdef SVQC
- if (autocvar_speedmeter)
- LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
-#endif
- if (this.lastground < time - 0.3)
- this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
-#ifdef SVQC
- if (this.jumppadcount > 1)
- LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
- this.jumppadcount = 0;
-#endif
- }
-
- // walking
- makevectors(this.v_angle.y * '0 1 0');
- const vector wishvel = v_forward * this.movement.x
- + v_right * this.movement.y;
- // acceleration
- const vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
- if (IS_DUCKED(this)) wishspeed *= 0.5;
-
- // apply edge friction
- const float f2 = vlen2(vec2(this.velocity));
- if (f2 > 0)
- {
- trace_dphitq3surfaceflags = 0;
- tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
- // TODO: apply edge friction
- // apply ground friction
- const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
- ? PHYS_FRICTION_SLICK(this)
- : PHYS_FRICTION(this);
-
- float f = sqrt(f2);
- f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
- f = max(0, f);
- this.velocity *= f;
- /*
- Mathematical analysis time!
-
- Our goal is to invert this mess.
-
- For the two cases we get:
- v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
- = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
- v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
- and
- v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
- v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
-
- These cases would be chosen ONLY if:
- v0 < PHYS_STOPSPEED(this)
- v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
- v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
- and, respectively:
- v0 >= PHYS_STOPSPEED(this)
- v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
- v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
- */
- }
- const float addspeed = wishspeed - this.velocity * wishdir;
- if (addspeed > 0)
- {
- const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
- this.velocity += accelspeed * wishdir;
- }
-#ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- {
- if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
- this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
- }
- if (vdist(this.velocity, >, 0))
- PM_ClientMovement_Move(this);
- if(autocvar_cl_movement == 3)
- {
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
- this.velocity_z -= g * 0.5;
- }
-#endif
-}
-
-void PM_air(entity this, float buttons_prev, float maxspd_mod)
-{
- makevectors(this.v_angle.y * '0 1 0');
- vector wishvel = v_forward * this.movement.x
- + v_right * this.movement.y;
- // acceleration
- vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
-
-#ifdef SVQC
- if(time >= PHYS_TELEPORT_TIME(this))
-#elif defined(CSQC)
- if(pmove_waterjumptime <= 0)
-#endif
- {
- float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
-
- // apply air speed limit
- float airaccelqw = PHYS_AIRACCEL_QW(this);
- float wishspeed0 = wishspeed;
- wishspeed = min(wishspeed, maxairspd);
- if (IS_DUCKED(this))
- wishspeed *= 0.5;
- float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
-
- float accelerating = (this.velocity * wishdir > 0);
- float wishspeed2 = wishspeed;
-
- // CPM: air control
- if (PHYS_AIRSTOPACCELERATE(this))
- {
- vector curdir = normalize(vec2(this.velocity));
- airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
- }
- // note that for straight forward jumping:
- // 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)
- float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
- if (PHYS_MAXAIRSTRAFESPEED(this))
- wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
- if (PHYS_AIRSTRAFEACCELERATE(this))
- airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
- if (PHYS_AIRSTRAFEACCEL_QW(this))
- airaccelqw =
- (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
- *
- (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
- // !CPM
-
- if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
- PM_AirAccelerate(this, wishdir, wishspeed2);
- else
- PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
-
- if (PHYS_AIRCONTROL(this))
- CPM_PM_Aircontrol(this, wishdir, wishspeed2);
- }
-#ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- else
- this.velocity_z -= g;
-#endif
- PM_ClientMovement_Move(this);
-#ifdef CSQC
- if(autocvar_cl_movement == 3)
- if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
-#endif
-}
-
-// used for calculating airshots
-bool IsFlying(entity this)
-{
- if(IS_ONGROUND(this))
- return false;
- if(this.waterlevel >= WATERLEVEL_SWIMMING)
- return false;
- traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
- if(trace_fraction < 1)
- return false;
- return true;
-}
-
-void PM_Main(entity this)
-{
- int buttons = PHYS_INPUT_BUTTON_MASK(this);
-#ifdef CSQC
- this.items = STAT(ITEMS);
-
- this.movement = PHYS_INPUT_MOVEVALUES(this);
-
- this.spectatorspeed = STAT(SPECTATORSPEED);
-
- vector oldv_angle = this.v_angle;
- vector oldangles = this.angles; // we need to save these, as they're abused by other code
- this.v_angle = PHYS_INPUT_ANGLES(this);
- this.angles = PHYS_WORLD_ANGLES(this);
-
- this.team = myteam + 1; // is this correct?
- if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
- UNSET_JUMP_HELD(this); // canjump = true
- pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
-
- PM_ClientMovement_UpdateStatus(this, true);
-#endif
-
- this.oldmovement = this.movement;
-
-
-#ifdef SVQC
- WarpZone_PlayerPhysics_FixVAngle();
-#endif
- float maxspeed_mod = 1;
- maxspeed_mod *= PHYS_HIGHSPEED(this);
-
-#ifdef SVQC
- Physics_UpdateStats(this, maxspeed_mod);
-
- if (this.PlayerPhysplug)
- if (this.PlayerPhysplug())
- return;
-#endif
-
-#ifdef SVQC
- anticheat_physics(this);
-#endif
-
- if (PM_check_specialcommand(this, buttons))
- return;
-#ifdef SVQC
- if (sv_maxidle > 0)
- {
- if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
- this.parm_idlesince = time;
- }
-#endif
- int buttons_prev = this.buttons_old;
- this.buttons_old = buttons;
- this.movement_old = this.movement;
- this.v_angle_old = this.v_angle;
-
- PM_check_nickspam(this);
-
- PM_check_punch(this);
-#ifdef SVQC
- if (IS_BOT_CLIENT(this))
- {
- if (playerdemo_read(this))
- return;
- WITH(entity, self, this, bot_think());
- }
-#endif
-
-#ifdef SVQC
- if (IS_PLAYER(this))
- {
- const bool allowed_to_move = (time >= game_starttime);
- if (!allowed_to_move)
- {
- this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE;
- this.disableclientprediction = 2;
- }
- else if (this.disableclientprediction == 2)
- {
- if (this.movetype == MOVETYPE_NONE)
- this.movetype = MOVETYPE_WALK;
- this.disableclientprediction = 0;
- }
- }
-#endif
-
-#ifdef SVQC
- if (this.movetype == MOVETYPE_NONE)
- return;
-
- // when we get here, disableclientprediction cannot be 2
- this.disableclientprediction = 0;
-#endif
-
- viewloc_PlayerPhysics(this);
-
- PM_check_frozen(this);
-
- PM_check_blocked(this);
-
- maxspeed_mod = 1;
-
- if (this.in_swamp)
- maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
-
- // conveyors: first fix velocity
- if (this.conveyor.state)
- this.velocity -= this.conveyor.movedir;
-
- MUTATOR_CALLHOOK(PlayerPhysics, this);
-
- if (!IS_PLAYER(this))
- {
-#ifdef SVQC
- maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
- if (!this.spectatorspeed)
- this.spectatorspeed = maxspeed_mod;
- if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
- {
- if (this.lastclassname != "player")
- {
- if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
- this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
- else if (this.impulse == 11)
- this.spectatorspeed = maxspeed_mod;
- else if (this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
- this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
- else if (this.impulse >= 1 && this.impulse <= 9)
- this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
- } // otherwise just clear
- this.impulse = 0;
- }
-#endif
- maxspeed_mod = this.spectatorspeed;
- }
-#ifdef SVQC
-
- float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
- if(this.speed != spd)
- {
- this.speed = spd;
- string temps = ftos(spd);
- stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
- stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
- stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
- stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
- }
-
- if(this.jumpspeedcap_min != autocvar_sv_jumpspeedcap_min)
- {
- this.jumpspeedcap_min = autocvar_sv_jumpspeedcap_min;
- stuffcmd(this, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
- }
- if(this.jumpspeedcap_max != autocvar_sv_jumpspeedcap_max)
- {
- this.jumpspeedcap_max = autocvar_sv_jumpspeedcap_max;
- stuffcmd(this, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
- }
-#endif
-
- if(PHYS_DEAD(this))
- {
- // handle water here
- vector midpoint = ((this.absmin + this.absmax) * 0.5);
- if(pointcontents(midpoint) == CONTENT_WATER)
- {
- this.velocity = this.velocity * 0.5;
-
- // do we want this?
- //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
- //{ this.velocity_z = 70; }
- }
- goto end;
- }
-
-#ifdef SVQC
- if (!this.fixangle)
- this.angles = '0 1 0' * this.v_angle.y;
-#endif
-
- if (IS_PLAYER(this) && IS_ONGROUND(this))
- {
- PM_check_hitground(this);
- PM_Footsteps(this);
- }
-
- if(IsFlying(this))
- this.wasFlying = 1;
-
- if (IS_PLAYER(this))
- CheckPlayerJump(this);
-
- if (this.flags & FL_WATERJUMP)
- {
- this.velocity_x = this.movedir.x;
- this.velocity_y = this.movedir.y;
- if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE)
- {
- this.flags &= ~FL_WATERJUMP;
- PHYS_TELEPORT_TIME(this) = 0;
- }
- }
-
- else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
- { }
-
-#ifdef SVQC
- else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
-#elif defined(CSQC)
- else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
-#endif
- PM_fly(this, maxspeed_mod);
-
- else if (this.waterlevel >= WATERLEVEL_SWIMMING)
- PM_swim(this, maxspeed_mod);
-
- else if (time < this.ladder_time)
- PM_ladder(this, maxspeed_mod);
-
- else if (ITEMS_STAT(this) & IT_USING_JETPACK)
- PM_jetpack(this, maxspeed_mod);
-
- else if (IS_ONGROUND(this))
- PM_walk(this, maxspeed_mod);
-
- else
- PM_air(this, buttons_prev, maxspeed_mod);
-
-:end
- if (IS_ONGROUND(this))
- this.lastground = time;
-
- // conveyors: then break velocity again
- if(this.conveyor.state)
- this.velocity += this.conveyor.movedir;
-
- this.lastflags = this.flags;
-
- this.lastclassname = this.classname;
-
-#ifdef CSQC
- this.v_angle = oldv_angle;
- this.angles = oldangles;
-#endif
-}
-
-#if defined(SVQC)
-void SV_PlayerPhysics()
-#elif defined(CSQC)
-void CSQC_ClientMovement_PlayerMove_Frame(entity this)
-#endif
-{
-#ifdef SVQC
- SELFPARAM();
-#endif
- PM_Main(this);
-}