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1 .float race_penalty;\r
2 .float restart_jump;\r
3 \r
4 float sv_accelerate;\r
5 float sv_friction;\r
6 float sv_maxspeed;\r
7 float sv_airaccelerate;\r
8 float sv_maxairspeed;\r
9 float sv_stopspeed;\r
10 float sv_gravity;\r
11 float sv_airaccel_sideways_friction;\r
12 float sv_airaccel_qw;\r
13 float sv_airstopaccelerate;\r
14 float sv_airstrafeaccelerate;\r
15 float sv_maxairstrafespeed;\r
16 float sv_aircontrol;\r
17 float sv_warsowbunny_airforwardaccel;\r
18 float sv_warsowbunny_accel;\r
19 float sv_warsowbunny_topspeed;\r
20 float sv_warsowbunny_turnaccel;\r
21 float sv_warsowbunny_backtosideratio;\r
22 \r
23 .float ladder_time;\r
24 .entity ladder_entity;\r
25 .float gravity;\r
26 .float swamp_slowdown;\r
27 .float lastflags;\r
28 .float lastground;\r
29 .float wasFlying;\r
30 .float spectatorspeed;\r
31 \r
32 .float multijump_count;\r
33 .float multijump_ready;\r
34 .float prevjumpbutton;\r
35 .float prevlastteleporttime;\r
36 \r
37 /*\r
38 =============\r
39 PlayerJump\r
40 \r
41 When you press the jump key\r
42 =============\r
43 */\r
44 void PlayerJump (void)\r
45 {\r
46         float mjumpheight;\r
47         float doublejump;\r
48 \r
49         doublejump = FALSE;\r
50         if (cvar("sv_doublejump"))\r
51         {\r
52                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);\r
53                 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)\r
54                         doublejump = TRUE;\r
55         }\r
56 \r
57         mjumpheight = cvar("sv_jumpvelocity");\r
58         if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher\r
59                 mjumpheight *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
60         if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
61                 mjumpheight *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
62         if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds\r
63                 mjumpheight *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
64 \r
65         if (self.waterlevel >= WATERLEVEL_SWIMMING)\r
66         {\r
67                 if (self.watertype == CONTENT_WATER)\r
68                         self.velocity_z = 200;\r
69                 else if (self.watertype == CONTENT_SLIME)\r
70                         self.velocity_z = 80;\r
71                 else\r
72                         self.velocity_z = 50;\r
73 \r
74                 return;\r
75         }\r
76 \r
77         if (cvar("g_multijump"))\r
78         {\r
79                 if(self.prevlastteleporttime != self.lastteleporttime)\r
80                 {\r
81                         // if we teleported above the ground, require touching the ground again to multi-jump\r
82                         self.multijump_ready = FALSE;\r
83                         if(self.flags & FL_ONGROUND)\r
84                                 self.prevlastteleporttime = self.lastteleporttime;\r
85                 }\r
86                 else if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair\r
87                         self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again\r
88                 else\r
89                         self.multijump_ready = FALSE;\r
90         }\r
91 \r
92         if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))\r
93         {\r
94                 // doublejump = FALSE; // checked above in the if\r
95                 if (cvar("g_multijump"))\r
96                 {\r
97                         if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity\r
98                         {\r
99                                 if (self.velocity_z < mjumpheight)\r
100                                 {\r
101                                         doublejump = TRUE;\r
102                                         self.velocity_z = 0;\r
103                                 }\r
104                         }\r
105                         else\r
106                                 doublejump = TRUE;\r
107 \r
108                         if(doublejump)\r
109                         {\r
110                                 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys\r
111                                 {\r
112                                         float curspeed;\r
113                                         vector wishvel, wishdir;\r
114 \r
115                                         curspeed = max(\r
116                                                 vlen(vec2(self.velocity)), // current xy speed\r
117                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs\r
118                                         );\r
119                                         makevectors(self.v_angle_y * '0 1 0');\r
120                                         wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
121                                         wishdir = normalize(wishvel);\r
122 \r
123                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump\r
124                                         self.velocity_y = wishdir_y * curspeed;\r
125                                         // keep velocity_z unchanged!\r
126                                 }\r
127                                 if (cvar("g_multijump") > 0)\r
128                                         self.multijump_count += 1;\r
129                         }\r
130                 }\r
131                 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump\r
132         }\r
133 \r
134         if (!doublejump)\r
135                 if (!(self.flags & FL_ONGROUND))\r
136                         return;\r
137 \r
138         if(!sv_pogostick)\r
139                 if (!(self.flags & FL_JUMPRELEASED))\r
140                         return;\r
141 \r
142         if(self.health <= g_bloodloss)\r
143                 return;\r
144 \r
145         if(cvar_string("sv_jumpspeedcap_min") != "")\r
146                 self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z);\r
147         if(cvar_string("sv_jumpspeedcap_max") != "") {\r
148                 if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) {\r
149                         // don't do jump speedcaps on ramps to preserve old voretournament ramjump style\r
150                         //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n");\r
151                 }\r
152                 else\r
153                         self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z;\r
154         }\r
155 \r
156         if(!(self.lastflags & FL_ONGROUND))\r
157         {\r
158                 if(cvar("speedmeter"))\r
159                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));\r
160                 if(self.lastground < time - 0.3)\r
161                 {\r
162                         self.velocity_x *= (1 - cvar("sv_friction_on_land"));\r
163                         self.velocity_y *= (1 - cvar("sv_friction_on_land"));\r
164                 }\r
165                 if(self.jumppadcount > 1)\r
166                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));\r
167                 self.jumppadcount = 0;\r
168         }\r
169 \r
170         self.velocity_z = self.velocity_z + mjumpheight;\r
171         self.oldvelocity_z = self.velocity_z;\r
172 \r
173         self.flags &~= FL_ONGROUND;\r
174         self.flags &~= FL_JUMPRELEASED;\r
175 \r
176         if (self.crouch)\r
177                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);\r
178         else\r
179                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);\r
180 \r
181         if(g_jump_grunt)\r
182                 PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
183 \r
184         self.restart_jump = -1; // restart jump anim next time\r
185         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)\r
186 }\r
187 \r
188 /*\r
189 =============\r
190 PlayerDodge\r
191 \r
192 When you double-press a movement key rapidly to leap in that direction\r
193 =============\r
194 */\r
195 void PlayerDodge()\r
196 {\r
197         float common_factor;\r
198         float new_velocity_gain;\r
199         float velocity_difference;\r
200 \r
201         // make sure v_up, v_right and v_forward are sane\r
202         makevectors(self.angles);\r
203 \r
204         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code \r
205         // will be called ramp_time/frametime times = 2 times. so, we need to \r
206         // add 0.5 * the total speed each frame until the dodge action is done..\r
207         common_factor = sys_frametime / cvar("sv_dodging_ramp_time");\r
208 \r
209         // if ramp time is smaller than frametime we get problems ;D\r
210         if (common_factor > 1) \r
211                 common_factor = 1;\r
212 \r
213         new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));\r
214         if (new_velocity_gain < 0)\r
215                 new_velocity_gain = 0;\r
216 \r
217         velocity_difference = self.dodging_velocity_gain - new_velocity_gain;\r
218         if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher\r
219                 velocity_difference *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
220         if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
221                 velocity_difference *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
222         if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds\r
223                 velocity_difference *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
224 \r
225         // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D\r
226         if (self.dodging_action == 1) {\r
227                 //disable jump key during dodge accel phase\r
228                 if (self.movement_z > 0) self.movement_z = 0;\r
229 \r
230                 self.velocity = \r
231                           self.velocity \r
232                         + ((self.dodging_direction_y * velocity_difference) * v_right)\r
233                         + ((self.dodging_direction_x * velocity_difference) * v_forward);\r
234 \r
235                 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;\r
236         }\r
237 \r
238         // the up part of the dodge is a single shot action\r
239         if (self.dodging_single_action == 1) {\r
240                 self.flags &~= FL_ONGROUND;\r
241 \r
242                 self.velocity = \r
243                           self.velocity \r
244                         + (cvar("sv_dodging_up_speed") * v_up);\r
245 \r
246                 if (cvar("sv_dodging_sound"))\r
247                         PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
248 \r
249                 setanim(self, self.anim_jump, TRUE, FALSE, TRUE);\r
250 \r
251                 self.dodging_single_action = 0;\r
252         }\r
253 \r
254         // are we done with the dodging ramp yet?\r
255         if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))\r
256         {\r
257                 // reset state so next dodge can be done correctly\r
258                 self.dodging_action = 0;\r
259                 self.dodging_direction_x = 0;\r
260                 self.dodging_direction_y = 0;\r
261         }\r
262 }\r
263 \r
264 void CheckWaterJump()\r
265 {\r
266         local vector start, end;\r
267 \r
268 // check for a jump-out-of-water\r
269         makevectors (self.angles);\r
270         start = self.origin;\r
271         start_z = start_z + 8;\r
272         v_forward_z = 0;\r
273         normalize(v_forward);\r
274         end = start + v_forward*24;\r
275         traceline (start, end, TRUE, self);\r
276         if (trace_fraction < 1)\r
277         {       // solid at waist\r
278                 start_z = start_z + self.maxs_z - 8;\r
279                 end = start + v_forward*24;\r
280                 self.movedir = trace_plane_normal * -50;\r
281                 traceline (start, end, TRUE, self);\r
282                 if (trace_fraction == 1)\r
283                 {       // open at eye level\r
284                         self.flags |= FL_WATERJUMP;\r
285                         self.velocity_z = 225;\r
286                         self.flags &~= FL_JUMPRELEASED;\r
287                         self.teleport_time = time + 2;  // safety net\r
288                         return;\r
289                 }\r
290         }\r
291 };\r
292 \r
293 float racecar_angle(float forward, float down)\r
294 {\r
295         float ret, angle_mult;\r
296 \r
297         if(forward < 0)\r
298         {\r
299                 forward = -forward;\r
300                 down = -down;\r
301         }\r
302 \r
303         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);\r
304 \r
305         angle_mult = forward / (800 + forward);\r
306 \r
307         if(ret > 180)\r
308                 return ret * angle_mult + 360 * (1 - angle_mult);\r
309         else\r
310                 return ret * angle_mult;\r
311 }\r
312 \r
313 void RaceCarPhysics()\r
314 {\r
315         // using this move type for "big rigs"\r
316         // the engine does not push the entity!\r
317 \r
318         float accel, steer, f;\r
319         vector angles_save, rigvel;\r
320 \r
321         angles_save = self.angles;\r
322         accel = bound(-1, self.movement_x / sv_maxspeed, 1);\r
323         steer = bound(-1, self.movement_y / sv_maxspeed, 1);\r
324 \r
325         if(g_bugrigs_reverse_speeding)\r
326         {\r
327                 if(accel < 0)\r
328                 {\r
329                         // back accel is DIGITAL\r
330                         // to prevent speedhack\r
331                         if(accel < -0.5)\r
332                                 accel = -1;\r
333                         else\r
334                                 accel = 0;\r
335                 }\r
336         }\r
337 \r
338         self.angles_x = 0;\r
339         self.angles_z = 0;\r
340         makevectors(self.angles); // new forward direction!\r
341 \r
342         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)\r
343         {\r
344                 float myspeed, upspeed, steerfactor, accelfactor;\r
345 \r
346                 myspeed = self.velocity * v_forward;\r
347                 upspeed = self.velocity * v_up;\r
348 \r
349                 // responsiveness factor for steering and acceleration\r
350                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));\r
351                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);\r
352 \r
353                 if(myspeed < 0 && g_bugrigs_reverse_spinning)\r
354                         steerfactor = -myspeed * g_bugrigs_steer;\r
355                 else\r
356                         steerfactor = -myspeed * f * g_bugrigs_steer;\r
357 \r
358                 if(myspeed < 0 && g_bugrigs_reverse_speeding)\r
359                         accelfactor = g_bugrigs_accel;\r
360                 else\r
361                         accelfactor = f * g_bugrigs_accel;\r
362                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;\r
363 \r
364                 if(accel < 0)\r
365                 {\r
366                         if(myspeed > 0)\r
367                         {\r
368                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));\r
369                         }\r
370                         else\r
371                         {\r
372                                 if(!g_bugrigs_reverse_speeding)\r
373                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);\r
374                         }\r
375                 }\r
376                 else\r
377                 {\r
378                         if(myspeed >= 0)\r
379                         {\r
380                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);\r
381                         }\r
382                         else\r
383                         {\r
384                                 if(g_bugrigs_reverse_stopping)\r
385                                         myspeed = 0;\r
386                                 else\r
387                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));\r
388                         }\r
389                 }\r
390                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec\r
391                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;\r
392 \r
393                 self.angles_y += steer * frametime * steerfactor; // apply steering\r
394                 makevectors(self.angles); // new forward direction!\r
395 \r
396                 myspeed += accel * accelfactor * frametime;\r
397 \r
398                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;\r
399         }\r
400         else\r
401         {\r
402                 myspeed = vlen(self.velocity);\r
403 \r
404                 // responsiveness factor for steering and acceleration\r
405                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));\r
406                 steerfactor = -myspeed * f;\r
407                 self.angles_y += steer * frametime * steerfactor; // apply steering\r
408 \r
409                 rigvel = self.velocity;\r
410                 makevectors(self.angles); // new forward direction!\r
411         }\r
412 \r
413         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);\r
414         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;\r
415         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);\r
416         //MAXIMA: solve(total_acceleration(v) = 0, v);\r
417 \r
418         if(g_bugrigs_planar_movement)\r
419         {\r
420                 vector rigvel_xy, neworigin, up;\r
421                 float mt;\r
422 \r
423                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better\r
424                 rigvel_xy = rigvel;\r
425                 rigvel_xy_z = 0;\r
426 \r
427                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions\r
428                         mt = MOVE_NORMAL;\r
429                 else\r
430                         mt = MOVE_NOMONSTERS;\r
431 \r
432                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);\r
433                 up = trace_endpos - self.origin;\r
434 \r
435                 // BUG RIGS: align the move to the surface instead of doing collision testing\r
436                 // can we move?\r
437                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);\r
438 \r
439                 // align to surface\r
440                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);\r
441 \r
442                 if(trace_fraction < 0.5)\r
443                 {\r
444                         trace_fraction = 1;\r
445                         neworigin = self.origin;\r
446                 }\r
447                 else\r
448                         neworigin = trace_endpos;\r
449 \r
450                 if(trace_fraction < 1)\r
451                 {\r
452                         // now set angles_x so that the car points parallel to the surface\r
453                         self.angles = vectoangles(\r
454                                         '1 0 0' * v_forward_x * trace_plane_normal_z\r
455                                         +\r
456                                         '0 1 0' * v_forward_y * trace_plane_normal_z\r
457                                         +\r
458                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)\r
459                                         );\r
460                         self.flags |= FL_ONGROUND;\r
461                 }\r
462                 else\r
463                 {\r
464                         // now set angles_x so that the car points forward, but is tilted in velocity direction\r
465                         self.flags &~= FL_ONGROUND;\r
466                 }\r
467 \r
468                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);\r
469                 self.movetype = MOVETYPE_NOCLIP;\r
470         }\r
471         else\r
472         {\r
473                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better\r
474                 self.velocity = rigvel;\r
475                 self.movetype = MOVETYPE_FLY;\r
476         }\r
477 \r
478         trace_fraction = 1;\r
479         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);\r
480         if(trace_fraction != 1)\r
481         {\r
482                 self.angles = vectoangles2(\r
483                                 '1 0 0' * v_forward_x * trace_plane_normal_z\r
484                                 +\r
485                                 '0 1 0' * v_forward_y * trace_plane_normal_z\r
486                                 +\r
487                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),\r
488                                 trace_plane_normal\r
489                                 );\r
490         }\r
491         else\r
492         {\r
493                 vector vel_local;\r
494 \r
495                 vel_local_x = v_forward * self.velocity;\r
496                 vel_local_y = v_right * self.velocity;\r
497                 vel_local_z = v_up * self.velocity;\r
498 \r
499                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);\r
500                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);\r
501         }\r
502 \r
503         // smooth the angles\r
504         vector vf1, vu1, smoothangles;\r
505         makevectors(self.angles);\r
506         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);\r
507         if(f == 0)\r
508                 f = 1;\r
509         vf1 = v_forward * f;\r
510         vu1 = v_up * f;\r
511         makevectors(angles_save);\r
512         vf1 = vf1 + v_forward * (1 - f);\r
513         vu1 = vu1 + v_up * (1 - f);\r
514         smoothangles = vectoangles2(vf1, vu1);\r
515         self.angles_x = -smoothangles_x;\r
516         self.angles_z =  smoothangles_z;\r
517 }\r
518 \r
519 float IsMoveInDirection(vector mv, float angle) // key mix factor\r
520 {\r
521         if(mv_x == 0 && mv_y == 0)\r
522                 return 0; // avoid division by zero\r
523         angle = RAD2DEG * atan2(mv_y, mv_x);\r
524         angle = remainder(angle, 360) / 45;\r
525         if(angle >  1)\r
526                 return 0;\r
527         if(angle < -1)\r
528                 return 0;\r
529         return 1 - fabs(angle);\r
530 }\r
531 \r
532 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)\r
533 {\r
534         float zspeed, xyspeed, dot, k;\r
535 \r
536 #if 0\r
537         // this doesn't play well with analog input\r
538         if(self.movement_x == 0 || self.movement_y != 0)\r
539                 return; // can't control movement if not moving forward or backward\r
540         k = 32;\r
541 #else\r
542         k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);\r
543         if(k <= 0)\r
544                 return;\r
545 #endif\r
546 \r
547         k *= bound(0, wishspeed / sv_maxairspeed, 1);\r
548 \r
549         zspeed = self.velocity_z;\r
550         self.velocity_z = 0;\r
551         xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);\r
552 \r
553         dot = self.velocity * wishdir;\r
554         k *= sv_aircontrol*dot*dot*frametime;\r
555 \r
556         if(dot > 0) // we can't change direction while slowing down\r
557         {\r
558                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);\r
559         }\r
560 \r
561         self.velocity = self.velocity * xyspeed;\r
562         self.velocity_z = zspeed;\r
563 }\r
564 \r
565 // example config for alternate speed clamping:\r
566 //   sv_airaccel_qw 0.8\r
567 //   sv_airaccel_sideways_friction 0\r
568 //   prvm_globalset server speedclamp_mode 1\r
569 //     (or 2)\r
570 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)\r
571 {\r
572         float vel_straight;\r
573         float vel_z;\r
574         vector vel_perpend;\r
575         float step;\r
576 \r
577         vector vel_xy;\r
578         float vel_xy_current;\r
579         float vel_xy_backward, vel_xy_forward;\r
580         float speedclamp;\r
581 \r
582         speedclamp = (accelqw < 0);\r
583         if(speedclamp)\r
584                 accelqw = -accelqw;\r
585 \r
586         if(self.classname == "player")\r
587         {\r
588                 if(cvar("g_balance_vore_load_pred_weight") > 0) // apply stomach weight\r
589                         wishspeed /= 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_speed");\r
590                 if(cvar("g_healthsize")) // if we are smaller or larger, we run slower or faster\r
591                         wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; \r
592                 if(self.swallow_progress_prey) // cut speed based on swallow progress for prey\r
593                         wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
594                 if(self.swallow_progress_pred) // cut speed based on swallow progress for preds\r
595                         wishspeed *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
596                 if(self.grabber_stunned > time && random() <= cvar("g_balance_grabber_secondary_stun_rate")) // randomly cut speed while the player is stunned\r
597                         return;\r
598         }\r
599 \r
600         if(cvar("sv_gameplayfix_q2airaccelerate"))\r
601                 wishspeed0 = wishspeed;\r
602 \r
603         vel_straight = self.velocity * wishdir;\r
604         vel_z = self.velocity_z;\r
605         vel_xy = self.velocity - vel_z * '0 0 1';\r
606         vel_perpend = vel_xy - vel_straight * wishdir;\r
607 \r
608         step = accel * frametime * wishspeed0;\r
609 \r
610         vel_xy_current  = vlen(vel_xy);\r
611         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);\r
612         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);\r
613         if(vel_xy_backward < 0)\r
614                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards\r
615 \r
616         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);\r
617 \r
618         if(sidefric < 0 && (vel_perpend*vel_perpend))\r
619                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"\r
620         {\r
621                 float f, fminimum;\r
622                 f = max(0, 1 + frametime * wishspeed * sidefric);\r
623                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);\r
624                 // this cannot be > 1\r
625                 if(fminimum <= 0)\r
626                         vel_perpend = vel_perpend * max(0, f);\r
627                 else\r
628                 {\r
629                         fminimum = sqrt(fminimum);\r
630                         vel_perpend = vel_perpend * max(fminimum, f);\r
631                 }\r
632         }\r
633         else\r
634                 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);\r
635         \r
636         vel_xy = vel_straight * wishdir + vel_perpend;\r
637         \r
638         if(speedclamp)\r
639         {\r
640                 // ensure we don't get too fast or decelerate faster than we should\r
641                 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);\r
642                 if(vel_xy_current > 0) // prevent division by zero\r
643                         vel_xy = normalize(vel_xy) * vel_xy_current;\r
644         }\r
645 \r
646         self.velocity = vel_xy + vel_z * '0 0 1';\r
647 }\r
648 \r
649 void PM_AirAccelerate(vector wishdir, float wishspeed)\r
650 {\r
651         vector curvel, wishvel, acceldir, curdir;\r
652         float addspeed, accelspeed, curspeed, f;\r
653         float dot;\r
654 \r
655         if(wishspeed == 0)\r
656                 return;\r
657 \r
658         curvel = self.velocity;\r
659         curvel_z = 0;\r
660         curspeed = vlen(curvel);\r
661 \r
662         if(wishspeed > curspeed * 1.01)\r
663         {\r
664                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);\r
665         }\r
666         else\r
667         {\r
668                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));\r
669                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;\r
670         }\r
671         wishvel = wishdir * wishspeed;\r
672         acceldir = wishvel - curvel;\r
673         addspeed = vlen(acceldir);\r
674         acceldir = normalize(acceldir);\r
675 \r
676         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);\r
677 \r
678         if(sv_warsowbunny_backtosideratio < 1)\r
679         {\r
680                 curdir = normalize(curvel);\r
681                 dot = acceldir * curdir;\r
682                 if(dot < 0)\r
683                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;\r
684         }\r
685 \r
686         self.velocity += accelspeed * acceldir;\r
687 }\r
688 \r
689 .vector movement_old;\r
690 .float buttons_old;\r
691 .vector v_angle_old;\r
692 .string lastclassname;\r
693 \r
694 .float() PlayerPhysplug;\r
695 \r
696 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";\r
697 .float specialcommand_pos;\r
698 void SpecialCommand()\r
699 {\r
700 #ifdef TETRIS\r
701         TetrisImpulse();\r
702 #else\r
703         if(!CheatImpulse(99))\r
704                 print("A hollow voice says \"Plugh\".\n");\r
705 #endif\r
706 }\r
707 \r
708 float speedaward_speed;\r
709 string speedaward_holder;\r
710 void race_send_speedaward(float msg)\r
711 {\r
712         // send the best speed of the round\r
713         WriteByte(msg, SVC_TEMPENTITY);\r
714         WriteByte(msg, TE_CSQC_RACE);\r
715         WriteByte(msg, RACE_NET_SPEED_AWARD);\r
716         WriteInt24_t(msg, floor(speedaward_speed+0.5));\r
717         WriteString(msg, speedaward_holder);\r
718 }\r
719 \r
720 float speedaward_alltimebest;\r
721 string speedaward_alltimebest_holder;\r
722 void race_send_speedaward_alltimebest(float msg)\r
723 {\r
724         // send the best speed\r
725         WriteByte(msg, SVC_TEMPENTITY);\r
726         WriteByte(msg, TE_CSQC_RACE);\r
727         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);\r
728         WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));\r
729         WriteString(msg, speedaward_alltimebest_holder);\r
730 }\r
731 \r
732 string GetMapname(void);\r
733 float speedaward_lastupdate;\r
734 float speedaward_lastsent;\r
735 .float jumppadusetime;\r
736 void SV_PlayerPhysics()\r
737 {\r
738         local vector wishvel, wishdir, v;\r
739         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;\r
740         string temps;\r
741         float buttons_prev;\r
742         float not_allowed_to_move;\r
743         string c;\r
744 \r
745     if(self.PlayerPhysplug)\r
746         if(self.PlayerPhysplug())\r
747             return;\r
748 \r
749         self.race_movetime_frac += frametime;\r
750         f = floor(self.race_movetime_frac);\r
751         self.race_movetime_frac -= f;\r
752         self.race_movetime_count += f;\r
753         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;\r
754 \r
755         anticheat_physics();\r
756 \r
757         buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_JETPACK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);\r
758 \r
759         if(!buttons)\r
760                 c = "x";\r
761         else if(buttons == 1)\r
762                 c = "1";\r
763         else if(buttons == 2)\r
764                 c = " ";\r
765         else if(buttons == 128)\r
766                 c = "s";\r
767         else if(buttons == 256)\r
768                 c = "w";\r
769         else if(buttons == 512)\r
770                 c = "a";\r
771         else if(buttons == 1024)\r
772                 c = "d";\r
773         else\r
774                 c = "?";\r
775 \r
776         if(c == substring(specialcommand, self.specialcommand_pos, 1))\r
777         {\r
778                 self.specialcommand_pos += 1;\r
779                 if(self.specialcommand_pos >= strlen(specialcommand))\r
780                 {\r
781                         self.specialcommand_pos = 0;\r
782                         SpecialCommand();\r
783                         return;\r
784                 }\r
785         }\r
786         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))\r
787                 self.specialcommand_pos = 0;\r
788 \r
789         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)\r
790         {\r
791                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)\r
792                         self.parm_idlesince = time;\r
793         }\r
794         buttons_prev = self.buttons_old;\r
795         self.buttons_old = buttons;\r
796         self.movement_old = self.movement;\r
797         self.v_angle_old = self.v_angle;\r
798 \r
799         if(time < self.nickspamtime)\r
800         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))\r
801         {\r
802                 // slight annoyance for nick change scripts\r
803                 self.movement = -1 * self.movement;\r
804                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_JETPACK = self.BUTTON_USE = 0;\r
805 \r
806                 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!\r
807                 {\r
808                         self.angles_x = random() * 360;\r
809                         self.angles_y = random() * 360;\r
810                         // at least I'm not forcing retardedview by also assigning to angles_z\r
811                         self.fixangle = 1;\r
812                 }\r
813         }\r
814 \r
815         if (self.punchangle != '0 0 0')\r
816         {\r
817                 f = vlen(self.punchangle) - cvar("sv_punchangle_speed") * frametime;\r
818                 if (f > 0)\r
819                         self.punchangle = normalize(self.punchangle) * f;\r
820                 else\r
821                         self.punchangle = '0 0 0';\r
822         }\r
823 \r
824         if (self.punchvector != '0 0 0')\r
825         {\r
826                 f = vlen(self.punchvector) - cvar("sv_punchvector_speed") * frametime;\r
827                 if (f > 0)\r
828                         self.punchvector = normalize(self.punchvector) * f;\r
829                 else\r
830                         self.punchvector = '0 0 0';\r
831         }\r
832 \r
833         if (clienttype(self) == CLIENTTYPE_BOT)\r
834         {\r
835                 if(playerdemo_read())\r
836                         return;\r
837                 bot_think();\r
838         }\r
839 \r
840         self.items &~= IT_USING_JETPACK;\r
841 \r
842         if(self.classname == "player")\r
843         {\r
844                 if(self.race_penalty)\r
845                         if(time > self.race_penalty)\r
846                                 self.race_penalty = 0;\r
847 \r
848                 not_allowed_to_move = 0;\r
849                 if(self.race_penalty)\r
850                         not_allowed_to_move = 1;\r
851                 if(!cvar("sv_ready_restart_after_countdown"))\r
852                 if(time < game_starttime)\r
853                         not_allowed_to_move = 1;\r
854 \r
855                 if(not_allowed_to_move)\r
856                 {\r
857                         self.velocity = '0 0 0';\r
858                         self.movetype = MOVETYPE_NONE;\r
859                         self.disableclientprediction = 2;\r
860                 }\r
861                 else if(self.disableclientprediction == 2)\r
862                 {\r
863                         if(self.movetype == MOVETYPE_NONE)\r
864                                 self.movetype = MOVETYPE_WALK;\r
865                         self.disableclientprediction = 0;\r
866                 }\r
867         }\r
868 \r
869         if(self.stat_eaten)\r
870                 return;\r
871 \r
872         if (self.movetype == MOVETYPE_NONE)\r
873                 return;\r
874 \r
875         maxspd_mod = 1;\r
876 \r
877         swampspd_mod = 1;\r
878         if(self.in_swamp) {\r
879                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");\r
880         }\r
881 \r
882         if(self.classname != "player")\r
883         {\r
884                 maxspd_mod = cvar("sv_spectator_speed_multiplier");\r
885                 if(!self.spectatorspeed)\r
886                         self.spectatorspeed = maxspd_mod;\r
887                 if(self.impulse && self.impulse <= 19)\r
888                 {\r
889                         if(self.lastclassname != "player")\r
890                         {\r
891                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)\r
892                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);\r
893                                 else if(self.impulse == 11)\r
894                                         self.spectatorspeed = maxspd_mod;\r
895                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)\r
896                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);\r
897                                 else if(self.impulse >= 1 && self.impulse <= 9)\r
898                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);\r
899                         } // otherwise just clear\r
900                         self.impulse = 0;\r
901                 }\r
902                 maxspd_mod = self.spectatorspeed;\r
903         }\r
904 \r
905         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;\r
906         if(self.speed != spd)\r
907         {\r
908                 self.speed = spd;\r
909                 temps = ftos(spd);\r
910                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));\r
911                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));\r
912                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));\r
913                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));\r
914         }\r
915 \r
916         maxspd_mod *= swampspd_mod; // only one common speed modder please!\r
917         swampspd_mod = 1;\r
918 \r
919         // if dead, behave differently\r
920         if (self.deadflag)\r
921                 goto end;\r
922 \r
923         if (!self.fixangle && !g_bugrigs)\r
924         {\r
925                 self.angles_x = 0;\r
926                 self.angles_y = self.v_angle_y;\r
927                 self.angles_z = 0;\r
928         }\r
929 \r
930         if(self.flags & FL_ONGROUND)\r
931         if(self.wasFlying)\r
932         {\r
933                 self.wasFlying = 0;\r
934 \r
935                 if(self.classname == "player")\r
936                 if(self.waterlevel < WATERLEVEL_SWIMMING)\r
937                 if(time >= self.ladder_time)\r
938                 if not(self.grabber)\r
939                 {\r
940                         self.nextstep = time + 0.3 + random() * 0.1;\r
941                         trace_dphitq3surfaceflags = 0;\r
942                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);\r
943                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)\r
944                         {\r
945                                 if(cvar("g_healthsize"))\r
946                                 {\r
947                                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
948                                         {\r
949                                                 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
950                                                 pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));\r
951                                         }\r
952                                         else\r
953                                         {\r
954                                                 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
955                                                 pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));\r
956                                         }\r
957                                         sound(self, CHAN_AUTO, "misc/macro_hitground.wav", bound(0, VOL_BASE * playersize_macro(self), 1), ATTN_NORM);\r
958 \r
959                                         // earthquake effect for nearby players when a macro falls\r
960                                         if(cvar("g_healthsize_quake_fall"))\r
961                                         {\r
962                                                 entity head;\r
963                                                 for(head = findradius(self.origin, cvar("g_healthsize_quake_fall_radius")); head; head = head.chain)\r
964                                                 {\r
965                                                         if not(head.classname == "player" || head.classname == "spectator")\r
966                                                                 continue;\r
967                                                         if(head == self || head.spectatee_status == num_for_edict(self))\r
968                                                                 continue; // not for self\r
969                                                         if not(head.flags & FL_ONGROUND)\r
970                                                                 continue; // we only feel the ground shaking if we are sitting on it\r
971                                                         if(head.stat_eaten)\r
972                                                                 continue; // not for prey\r
973 \r
974                                                         float shake;\r
975                                                         shake = vlen(head.origin - self.origin);\r
976                                                         if(shake)\r
977                                                                 shake = 1 - bound(0, shake / cvar("g_healthsize_quake_fall_radius"), 1);\r
978                                                         shake *= playersize_macro(self) * cvar("g_healthsize_quake_fall");\r
979 \r
980                                                         head.punchvector_x += crandom() * shake;\r
981                                                         head.punchvector_y += crandom() * shake;\r
982                                                         head.punchvector_z += crandom() * shake;\r
983                                                 }\r
984                                         }\r
985                                 }\r
986                                 else\r
987                                 {\r
988                                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
989                                         {\r
990                                                 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);\r
991                                                 pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', PARTICLE_MULTIPLIER);\r
992                                         }\r
993                                         else\r
994                                         {\r
995                                                 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);\r
996                                                 pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', PARTICLE_MULTIPLIER);\r
997                                         }\r
998                                 }\r
999                         }\r
1000                 }\r
1001         }\r
1002 \r
1003         if(IsFlying(self))\r
1004                 self.wasFlying = 1;\r
1005 \r
1006         if(self.classname == "player")\r
1007         {\r
1008                 if(self.flags & FL_ONGROUND)\r
1009                 {\r
1010                         if (cvar("g_multijump") > 0)\r
1011                                 self.multijump_count = 0;\r
1012                         else\r
1013                                 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller\r
1014                 }\r
1015 \r
1016                 if (self.BUTTON_JUMP)\r
1017                         PlayerJump ();\r
1018                 else\r
1019                         self.flags |= FL_JUMPRELEASED;\r
1020 \r
1021                 if (self.waterlevel == WATERLEVEL_SWIMMING)\r
1022                         CheckWaterJump ();\r
1023                 self.prevjumpbutton = self.BUTTON_JUMP;\r
1024         }\r
1025 \r
1026         if (self.flags & FL_WATERJUMP )\r
1027         {\r
1028                 self.velocity_x = self.movedir_x;\r
1029                 self.velocity_y = self.movedir_y;\r
1030                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)\r
1031                 {\r
1032                         self.flags &~= FL_WATERJUMP;\r
1033                         self.teleport_time = 0;\r
1034                 }\r
1035         }\r
1036         else if (g_bugrigs && self.classname == "player")\r
1037         {\r
1038                 RaceCarPhysics();\r
1039         }\r
1040         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)\r
1041         {\r
1042                 // noclipping or flying\r
1043                 self.flags &~= FL_ONGROUND;\r
1044 \r
1045                 self.velocity = self.velocity * (1 - frametime * sv_friction);\r
1046                 makevectors(self.v_angle);\r
1047                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;\r
1048                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;\r
1049                 // acceleration\r
1050                 wishdir = normalize(wishvel);\r
1051                 wishspeed = vlen(wishvel);\r
1052                 if (wishspeed > sv_maxspeed*maxspd_mod)\r
1053                         wishspeed = sv_maxspeed*maxspd_mod;\r
1054                 if (time >= self.teleport_time)\r
1055                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
1056         }\r
1057         else if (self.waterlevel >= WATERLEVEL_SWIMMING)\r
1058         {\r
1059                 // swimming\r
1060                 self.flags &~= FL_ONGROUND;\r
1061 \r
1062                 makevectors(self.v_angle);\r
1063                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;\r
1064                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;\r
1065                 if (wishvel == '0 0 0')\r
1066                         wishvel = '0 0 -60'; // drift towards bottom\r
1067 \r
1068                 wishdir = normalize(wishvel);\r
1069                 wishspeed = vlen(wishvel);\r
1070                 if (wishspeed > sv_maxspeed*maxspd_mod)\r
1071                         wishspeed = sv_maxspeed*maxspd_mod;\r
1072                 wishspeed = wishspeed * 0.7;\r
1073 \r
1074                 // water friction\r
1075                 self.velocity = self.velocity * (1 - frametime * sv_friction);\r
1076 \r
1077                 // water acceleration\r
1078                 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
1079         }\r
1080         else if (time < self.ladder_time)\r
1081         {\r
1082                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water\r
1083                 self.flags &~= FL_ONGROUND;\r
1084 \r
1085                 self.velocity = self.velocity * (1 - frametime * sv_friction);\r
1086                 makevectors(self.v_angle);\r
1087                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;\r
1088                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;\r
1089                 if (self.gravity)\r
1090                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;\r
1091                 else\r
1092                         self.velocity_z = self.velocity_z + sv_gravity * frametime;\r
1093                 if (self.ladder_entity.classname == "func_water")\r
1094                 {\r
1095                         f = vlen(wishvel);\r
1096                         if (f > self.ladder_entity.speed)\r
1097                                 wishvel = wishvel * (self.ladder_entity.speed / f);\r
1098 \r
1099                         self.watertype = self.ladder_entity.skin;\r
1100                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;\r
1101                         if ((self.origin_z + self.view_ofs_z) < f)\r
1102                                 self.waterlevel = WATERLEVEL_SUBMERGED;\r
1103                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)\r
1104                                 self.waterlevel = WATERLEVEL_SWIMMING;\r
1105                         else if ((self.origin_z + self.mins_z + 1) < f)\r
1106                                 self.waterlevel = WATERLEVEL_WETFEET;\r
1107                         else\r
1108                         {\r
1109                                 self.waterlevel = WATERLEVEL_NONE;\r
1110                                 self.watertype = CONTENT_EMPTY;\r
1111                         }\r
1112                 }\r
1113                 // acceleration\r
1114                 wishdir = normalize(wishvel);\r
1115                 wishspeed = vlen(wishvel);\r
1116                 if (wishspeed > sv_maxspeed*maxspd_mod)\r
1117                         wishspeed = sv_maxspeed*maxspd_mod;\r
1118                 if (time >= self.teleport_time)\r
1119                 {\r
1120                         // water acceleration\r
1121                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
1122                 }\r
1123         }\r
1124         else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.stat_eaten)\r
1125         {\r
1126                 //makevectors(self.v_angle_y * '0 1 0');\r
1127                 makevectors(self.v_angle);\r
1128                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
1129                 // add remaining speed as Z component\r
1130                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);\r
1131                 // fix speedhacks :P\r
1132                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);\r
1133                 // add the unused velocity as up component\r
1134                 wishvel_z = 0;\r
1135 \r
1136                 // if(self.BUTTON_JUMP)\r
1137                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));\r
1138 \r
1139                 // it is now normalized, so...\r
1140                 float a_side, a_up, a_add, a_diff;\r
1141                 a_side = cvar("g_jetpack_acceleration_side");\r
1142                 a_up = cvar("g_jetpack_acceleration_up");\r
1143                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;\r
1144 \r
1145                 wishvel_x *= a_side;\r
1146                 wishvel_y *= a_side;\r
1147                 wishvel_z *= a_up;\r
1148                 wishvel_z += a_add;\r
1149 \r
1150                 float best;\r
1151                 best = 0;\r
1152                 //////////////////////////////////////////////////////////////////////////////////////\r
1153                 // finding the maximum over all vectors of above form\r
1154                 // with wishvel having an absolute value of 1\r
1155                 //////////////////////////////////////////////////////////////////////////////////////\r
1156                 // we're finding the maximum over\r
1157                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;\r
1158                 // for z in the range from -1 to 1\r
1159                 //////////////////////////////////////////////////////////////////////////////////////\r
1160                 // maximum is EITHER attained at the single extreme point:\r
1161                 a_diff = a_side * a_side - a_up * a_up;\r
1162                 if(a_diff != 0)\r
1163                 {\r
1164                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)\r
1165                         if(f > -1 && f < 1) // can it be attained?\r
1166                         {\r
1167                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;\r
1168                                 //print("middle\n");\r
1169                         }\r
1170                 }\r
1171                 // OR attained at z = 1:\r
1172                 f = (a_up + a_add) * (a_up + a_add);\r
1173                 if(f > best)\r
1174                 {\r
1175                         best = f;\r
1176                         //print("top\n");\r
1177                 }\r
1178                 // OR attained at z = -1:\r
1179                 f = (a_up - a_add) * (a_up - a_add);\r
1180                 if(f > best)\r
1181                 {\r
1182                         best = f;\r
1183                         //print("bottom\n");\r
1184                 }\r
1185                 best = sqrt(best);\r
1186                 //////////////////////////////////////////////////////////////////////////////////////\r
1187 \r
1188                 //print("best possible acceleration: ", ftos(best), "\n");\r
1189 \r
1190                 float fxy, fz;\r
1191                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);\r
1192                 if(wishvel_z - sv_gravity > 0)\r
1193                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);\r
1194                 else\r
1195                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);\r
1196 \r
1197                 float fvel;\r
1198                 fvel = vlen(wishvel);\r
1199                 wishvel_x *= fxy;\r
1200                 wishvel_y *= fxy;\r
1201                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;\r
1202 \r
1203                 fvel = min(1, vlen(wishvel) / best);\r
1204                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))\r
1205                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));\r
1206                 else\r
1207                         f = 1;\r
1208 \r
1209                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");\r
1210 \r
1211                 if (f > 0 && wishvel != '0 0 0')\r
1212                 {\r
1213                         self.velocity = self.velocity + wishvel * f * frametime;\r
1214                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1215                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;\r
1216                         self.flags &~= FL_ONGROUND;\r
1217                         self.items |= IT_USING_JETPACK;\r
1218 \r
1219                         // jetpack also inhibits health regeneration, but only for 1 second\r
1220                         self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
1221                 }\r
1222         }\r
1223         else if (self.flags & FL_ONGROUND)\r
1224         {\r
1225                 // we get here if we ran out of ammo\r
1226                 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)\r
1227                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
1228 \r
1229                 // walking\r
1230                 makevectors(self.v_angle_y * '0 1 0');\r
1231                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
1232 \r
1233                 if(!(self.lastflags & FL_ONGROUND))\r
1234                 {\r
1235                         if(cvar("speedmeter"))\r
1236                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));\r
1237                         if(self.lastground < time - 0.3)\r
1238                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));\r
1239                         if(self.jumppadcount > 1)\r
1240                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));\r
1241                         self.jumppadcount = 0;\r
1242                 }\r
1243 \r
1244 #ifdef LETS_TEST_FTEQCC\r
1245                 if(self.velocity_x || self.velocity_y)\r
1246                 {\r
1247                         // good\r
1248                 }\r
1249                 else\r
1250                 {\r
1251                         if(self.velocity_x)\r
1252                                 checkclient();\r
1253                         if(self.velocity_y)\r
1254                                 checkclient();\r
1255                 }\r
1256 #endif\r
1257 \r
1258                 v = self.velocity;\r
1259                 v_z = 0;\r
1260                 f = vlen(v);\r
1261                 if(f > 0)\r
1262                 {\r
1263                         if (f < sv_stopspeed)\r
1264                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;\r
1265                         else\r
1266                                 f = 1 - frametime * sv_friction;\r
1267                         if (f > 0)\r
1268                                 self.velocity = self.velocity * f;\r
1269                         else\r
1270                                 self.velocity = '0 0 0';\r
1271                 }\r
1272 \r
1273                 // acceleration\r
1274                 wishdir = normalize(wishvel);\r
1275                 wishspeed = vlen(wishvel);\r
1276                 if (wishspeed > sv_maxspeed*maxspd_mod)\r
1277                         wishspeed = sv_maxspeed*maxspd_mod;\r
1278                 if (self.crouch)\r
1279                         wishspeed = wishspeed * cvar("sv_crouchvelocity");\r
1280                 if (time >= self.teleport_time)\r
1281                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
1282         }\r
1283         else\r
1284         {\r
1285                 float wishspeed0;\r
1286                 // we get here if we ran out of ammo\r
1287                 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)\r
1288                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
1289 \r
1290                 if(maxspd_mod < 1)\r
1291                 {\r
1292                         maxairspd = sv_maxairspeed*maxspd_mod;\r
1293                         airaccel = sv_airaccelerate*maxspd_mod;\r
1294                 }\r
1295                 else\r
1296                 {\r
1297                         maxairspd = sv_maxairspeed;\r
1298                         airaccel = sv_airaccelerate;\r
1299                 }\r
1300                 // airborn\r
1301                 makevectors(self.v_angle_y * '0 1 0');\r
1302                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
1303                 // acceleration\r
1304                 wishdir = normalize(wishvel);\r
1305                 wishspeed = wishspeed0 = vlen(wishvel);\r
1306                 if (wishspeed0 > sv_maxspeed*maxspd_mod)\r
1307                         wishspeed0 = sv_maxspeed*maxspd_mod;\r
1308                 if (wishspeed > maxairspd)\r
1309                         wishspeed = maxairspd;\r
1310                 if (self.crouch)\r
1311                         wishspeed = wishspeed * cvar("sv_crouchvelocity");\r
1312                 if (time >= self.teleport_time)\r
1313                 {\r
1314                         float accelerating;\r
1315                         float wishspeed2;\r
1316                         float airaccelqw;\r
1317 \r
1318                         airaccelqw = sv_airaccel_qw;\r
1319                         accelerating = (self.velocity * wishdir > 0);\r
1320                         wishspeed2 = wishspeed;\r
1321 \r
1322                         // CPM\r
1323                         if(sv_airstopaccelerate)\r
1324                                 if(self.velocity * wishdir < 0)\r
1325                                         airaccel = sv_airstopaccelerate*maxspd_mod;\r
1326                         // this doesn't play well with analog input, but can't r\r
1327                         // fixed like the AirControl can. So, don't set the maxa\r
1328                         // cvars when you want to support analog input.\r
1329                         if(self.movement_x == 0 && self.movement_y != 0)\r
1330                         {\r
1331                                 if(sv_maxairstrafespeed)\r
1332                                 {\r
1333                                         wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);\r
1334                                         if(sv_maxairstrafespeed < sv_maxairspeed)\r
1335                                                 airaccelqw = 1;\r
1336                                 }\r
1337                                 if(sv_airstrafeaccelerate)\r
1338                                 {\r
1339                                         airaccel = sv_airstrafeaccelerate*maxspd_mod;\r
1340                                         if(sv_airstrafeaccelerate > sv_airaccelerate)\r
1341                                                 airaccelqw = 1;\r
1342                                 }\r
1343                         }\r
1344                         // !CPM\r
1345 \r
1346                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)\r
1347                                 PM_AirAccelerate(wishdir, wishspeed);\r
1348                         else\r
1349                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);\r
1350 \r
1351                         if(sv_aircontrol)\r
1352                                 CPM_PM_Aircontrol(wishdir, wishspeed2);\r
1353                 }\r
1354         }\r
1355 \r
1356         // dodging code\r
1357         if (cvar("g_dodging") == 0 || self.waterlevel >= WATERLEVEL_SWIMMING) // when swimming, no dodging allowed..\r
1358         {\r
1359                 self.dodging_action = 0;\r
1360                 self.dodging_direction_x = 0;\r
1361                 self.dodging_direction_y = 0;\r
1362         }\r
1363         else\r
1364                 PlayerDodge();\r
1365 \r
1366         if((g_cts || g_race) && self.classname != "observer") {\r
1367                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {\r
1368                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');\r
1369                         speedaward_holder = self.netname;\r
1370                         speedaward_lastupdate = time;\r
1371                 }\r
1372                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {\r
1373                         string rr;\r
1374                         if(g_cts)\r
1375                                 rr = CTS_RECORD;\r
1376                         else\r
1377                                 rr = RACE_RECORD;\r
1378                         race_send_speedaward(MSG_ALL);\r
1379                         speedaward_lastsent = speedaward_speed;\r
1380                         if (speedaward_speed > speedaward_alltimebest) {\r
1381                                 speedaward_alltimebest = speedaward_speed;\r
1382                                 speedaward_alltimebest_holder = speedaward_holder;\r
1383                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));\r
1384                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);\r
1385                                 race_send_speedaward_alltimebest(MSG_ALL);\r
1386                         }\r
1387                 }\r
1388         }\r
1389 \r
1390         if(vlen(self.velocity) > cvar("g_deathspeed"))\r
1391                 Damage(self, world, world, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1392 \r
1393 :end\r
1394         if(self.flags & FL_ONGROUND)\r
1395                 self.lastground = time;\r
1396 \r
1397         self.lastflags = self.flags;\r
1398         self.lastclassname = self.classname;\r
1399 };\r