7 float sv_airaccelerate;
\r
8 float sv_maxairspeed;
\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
24 .entity ladder_entity;
\r
26 .float swamp_slowdown;
\r
30 .float spectatorspeed;
\r
32 .float multijump_count;
\r
33 .float multijump_ready;
\r
34 .float prevjumpbutton;
\r
40 When you press the jump key
\r
43 void PlayerJump (void)
\r
49 if (cvar("sv_doublejump"))
\r
51 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
\r
52 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
\r
56 mjumpheight = cvar("sv_jumpvelocity");
\r
57 if (self.waterlevel >= WATERLEVEL_SWIMMING)
\r
59 if (self.watertype == CONTENT_WATER)
\r
60 self.velocity_z = 200;
\r
61 else if (self.watertype == CONTENT_SLIME)
\r
62 self.velocity_z = 80;
\r
64 self.velocity_z = 50;
\r
69 if (cvar("g_multijump"))
\r
71 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
\r
72 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
\r
74 self.multijump_ready = FALSE;
\r
77 if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
\r
79 // doublejump = FALSE; // checked above in the if
\r
80 if (cvar("g_multijump") > 0)
\r
82 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
\r
84 if (self.velocity_z < mjumpheight)
\r
87 self.velocity_z = 0;
\r
95 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
\r
98 vector wishvel, wishdir;
\r
101 vlen(vec2(self.velocity)), // current xy speed
\r
102 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
\r
104 makevectors(self.v_angle_y * '0 1 0');
\r
105 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
106 wishdir = normalize(wishvel);
\r
108 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
\r
109 self.velocity_y = wishdir_y * curspeed;
\r
110 // keep velocity_z unchanged!
\r
112 self.multijump_count += 1;
\r
115 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
\r
119 if (!(self.flags & FL_ONGROUND))
\r
123 if (!(self.flags & FL_JUMPRELEASED))
\r
126 if(self.health <= g_bloodloss)
\r
129 if(cvar_string("sv_jumpspeedcap_min") != "")
\r
130 self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z);
\r
131 if(cvar_string("sv_jumpspeedcap_max") != "") {
\r
132 if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) {
\r
133 // don't do jump speedcaps on ramps to preserve old voretournament ramjump style
\r
134 //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n");
\r
137 self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z;
\r
140 if(!(self.lastflags & FL_ONGROUND))
\r
142 if(cvar("speedmeter"))
\r
143 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
\r
144 if(self.lastground < time - 0.3)
\r
146 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
\r
147 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
\r
149 if(self.jumppadcount > 1)
\r
150 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
\r
151 self.jumppadcount = 0;
\r
154 self.velocity_z = self.velocity_z + mjumpheight;
\r
155 self.oldvelocity_z = self.velocity_z;
\r
157 self.flags &~= FL_ONGROUND;
\r
158 self.flags &~= FL_JUMPRELEASED;
\r
161 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
\r
163 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
\r
166 PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
168 self.restart_jump = -1; // restart jump anim next time
\r
169 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
\r
172 void CheckWaterJump()
\r
174 local vector start, end;
\r
176 // check for a jump-out-of-water
\r
177 makevectors (self.angles);
\r
178 start = self.origin;
\r
179 start_z = start_z + 8;
\r
181 normalize(v_forward);
\r
182 end = start + v_forward*24;
\r
183 traceline (start, end, TRUE, self);
\r
184 if (trace_fraction < 1)
\r
185 { // solid at waist
\r
186 start_z = start_z + self.maxs_z - 8;
\r
187 end = start + v_forward*24;
\r
188 self.movedir = trace_plane_normal * -50;
\r
189 traceline (start, end, TRUE, self);
\r
190 if (trace_fraction == 1)
\r
191 { // open at eye level
\r
192 self.flags |= FL_WATERJUMP;
\r
193 self.velocity_z = 225;
\r
194 self.flags &~= FL_JUMPRELEASED;
\r
195 self.teleport_time = time + 2; // safety net
\r
201 float racecar_angle(float forward, float down)
\r
203 float ret, angle_mult;
\r
207 forward = -forward;
\r
211 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
\r
213 angle_mult = forward / (800 + forward);
\r
216 return ret * angle_mult + 360 * (1 - angle_mult);
\r
218 return ret * angle_mult;
\r
221 void RaceCarPhysics()
\r
223 // using this move type for "big rigs"
\r
224 // the engine does not push the entity!
\r
226 float accel, steer, f;
\r
227 vector angles_save, rigvel;
\r
229 angles_save = self.angles;
\r
230 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
\r
231 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
\r
233 if(g_bugrigs_reverse_speeding)
\r
237 // back accel is DIGITAL
\r
238 // to prevent speedhack
\r
248 makevectors(self.angles); // new forward direction!
\r
250 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
\r
252 float myspeed, upspeed, steerfactor, accelfactor;
\r
254 myspeed = self.velocity * v_forward;
\r
255 upspeed = self.velocity * v_up;
\r
257 // responsiveness factor for steering and acceleration
\r
258 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
\r
259 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
\r
261 if(myspeed < 0 && g_bugrigs_reverse_spinning)
\r
262 steerfactor = -myspeed * g_bugrigs_steer;
\r
264 steerfactor = -myspeed * f * g_bugrigs_steer;
\r
266 if(myspeed < 0 && g_bugrigs_reverse_speeding)
\r
267 accelfactor = g_bugrigs_accel;
\r
269 accelfactor = f * g_bugrigs_accel;
\r
270 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
\r
276 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
\r
280 if(!g_bugrigs_reverse_speeding)
\r
281 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
\r
288 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
\r
292 if(g_bugrigs_reverse_stopping)
\r
295 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
\r
298 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
\r
299 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
\r
301 self.angles_y += steer * frametime * steerfactor; // apply steering
\r
302 makevectors(self.angles); // new forward direction!
\r
304 myspeed += accel * accelfactor * frametime;
\r
306 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
\r
310 myspeed = vlen(self.velocity);
\r
312 // responsiveness factor for steering and acceleration
\r
313 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
\r
314 steerfactor = -myspeed * f;
\r
315 self.angles_y += steer * frametime * steerfactor; // apply steering
\r
317 rigvel = self.velocity;
\r
318 makevectors(self.angles); // new forward direction!
\r
321 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
\r
322 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
\r
323 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
\r
324 //MAXIMA: solve(total_acceleration(v) = 0, v);
\r
326 if(g_bugrigs_planar_movement)
\r
328 vector rigvel_xy, neworigin, up;
\r
331 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
\r
332 rigvel_xy = rigvel;
\r
335 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
\r
338 mt = MOVE_NOMONSTERS;
\r
340 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
\r
341 up = trace_endpos - self.origin;
\r
343 // BUG RIGS: align the move to the surface instead of doing collision testing
\r
345 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
\r
347 // align to surface
\r
348 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
\r
350 if(trace_fraction < 0.5)
\r
352 trace_fraction = 1;
\r
353 neworigin = self.origin;
\r
356 neworigin = trace_endpos;
\r
358 if(trace_fraction < 1)
\r
360 // now set angles_x so that the car points parallel to the surface
\r
361 self.angles = vectoangles(
\r
362 '1 0 0' * v_forward_x * trace_plane_normal_z
\r
364 '0 1 0' * v_forward_y * trace_plane_normal_z
\r
366 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
\r
368 self.flags |= FL_ONGROUND;
\r
372 // now set angles_x so that the car points forward, but is tilted in velocity direction
\r
373 self.flags &~= FL_ONGROUND;
\r
376 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
\r
377 self.movetype = MOVETYPE_NOCLIP;
\r
381 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
\r
382 self.velocity = rigvel;
\r
383 self.movetype = MOVETYPE_FLY;
\r
386 trace_fraction = 1;
\r
387 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
\r
388 if(trace_fraction != 1)
\r
390 self.angles = vectoangles2(
\r
391 '1 0 0' * v_forward_x * trace_plane_normal_z
\r
393 '0 1 0' * v_forward_y * trace_plane_normal_z
\r
395 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
\r
403 vel_local_x = v_forward * self.velocity;
\r
404 vel_local_y = v_right * self.velocity;
\r
405 vel_local_z = v_up * self.velocity;
\r
407 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
\r
408 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
\r
411 // smooth the angles
\r
412 vector vf1, vu1, smoothangles;
\r
413 makevectors(self.angles);
\r
414 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
\r
417 vf1 = v_forward * f;
\r
419 makevectors(angles_save);
\r
420 vf1 = vf1 + v_forward * (1 - f);
\r
421 vu1 = vu1 + v_up * (1 - f);
\r
422 smoothangles = vectoangles2(vf1, vu1);
\r
423 self.angles_x = -smoothangles_x;
\r
424 self.angles_z = smoothangles_z;
\r
427 float IsMoveInDirection(vector mv, float angle) // key mix factor
\r
429 if(mv_x == 0 && mv_y == 0)
\r
430 return 0; // avoid division by zero
\r
431 angle = RAD2DEG * atan2(mv_y, mv_x);
\r
432 angle = remainder(angle, 360) / 45;
\r
437 return 1 - fabs(angle);
\r
440 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
\r
442 float zspeed, xyspeed, dot, k;
\r
445 // this doesn't play well with analog input
\r
446 if(self.movement_x == 0 || self.movement_y != 0)
\r
447 return; // can't control movement if not moving forward or backward
\r
450 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
\r
455 k *= bound(0, wishspeed / sv_maxairspeed, 1);
\r
457 zspeed = self.velocity_z;
\r
458 self.velocity_z = 0;
\r
459 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
\r
461 dot = self.velocity * wishdir;
\r
462 k *= sv_aircontrol*dot*dot*frametime;
\r
464 if(dot > 0) // we can't change direction while slowing down
\r
466 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
\r
469 self.velocity = self.velocity * xyspeed;
\r
470 self.velocity_z = zspeed;
\r
473 // example config for alternate speed clamping:
\r
474 // sv_airaccel_qw 0.8
\r
475 // sv_airaccel_sideways_friction 0
\r
476 // prvm_globalset server speedclamp_mode 1
\r
478 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
\r
480 float vel_straight;
\r
482 vector vel_perpend;
\r
486 float vel_xy_current;
\r
487 float vel_xy_backward, vel_xy_forward;
\r
490 speedclamp = (accelqw < 0);
\r
492 accelqw = -accelqw;
\r
494 if(cvar("sv_gameplayfix_q2airaccelerate"))
\r
495 wishspeed0 = wishspeed;
\r
497 vel_straight = self.velocity * wishdir;
\r
498 vel_z = self.velocity_z;
\r
499 vel_xy = self.velocity - vel_z * '0 0 1';
\r
500 vel_perpend = vel_xy - vel_straight * wishdir;
\r
502 step = accel * frametime * wishspeed0;
\r
504 vel_xy_current = vlen(vel_xy);
\r
505 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
\r
506 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
\r
507 if(vel_xy_backward < 0)
\r
508 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
\r
510 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
\r
512 if(sidefric < 0 && (vel_perpend*vel_perpend))
\r
513 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
\r
516 f = max(0, 1 + frametime * wishspeed * sidefric);
\r
517 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
\r
518 // this cannot be > 1
\r
520 vel_perpend = vel_perpend * max(0, f);
\r
523 fminimum = sqrt(fminimum);
\r
524 vel_perpend = vel_perpend * max(fminimum, f);
\r
528 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
\r
530 vel_xy = vel_straight * wishdir + vel_perpend;
\r
534 // ensure we don't get too fast or decelerate faster than we should
\r
535 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
\r
536 if(vel_xy_current > 0) // prevent division by zero
\r
537 vel_xy = normalize(vel_xy) * vel_xy_current;
\r
540 self.velocity = vel_xy + vel_z * '0 0 1';
\r
543 void PM_AirAccelerate(vector wishdir, float wishspeed)
\r
545 vector curvel, wishvel, acceldir, curdir;
\r
546 float addspeed, accelspeed, curspeed, f;
\r
552 curvel = self.velocity;
\r
554 curspeed = vlen(curvel);
\r
556 if(wishspeed > curspeed * 1.01)
\r
558 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
\r
562 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
\r
563 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
\r
565 wishvel = wishdir * wishspeed;
\r
566 acceldir = wishvel - curvel;
\r
567 addspeed = vlen(acceldir);
\r
568 acceldir = normalize(acceldir);
\r
570 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
\r
572 if(sv_warsowbunny_backtosideratio < 1)
\r
574 curdir = normalize(curvel);
\r
575 dot = acceldir * curdir;
\r
577 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
\r
580 self.velocity += accelspeed * acceldir;
\r
583 .vector movement_old;
\r
584 .float buttons_old;
\r
585 .vector v_angle_old;
\r
586 .string lastclassname;
\r
588 .float() PlayerPhysplug;
\r
590 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
\r
591 .float specialcommand_pos;
\r
592 void SpecialCommand()
\r
597 if(!CheatImpulse(99))
\r
598 print("A hollow voice says \"Plugh\".\n");
\r
602 float speedaward_speed;
\r
603 string speedaward_holder;
\r
604 void race_send_speedaward(float msg)
\r
606 // send the best speed of the round
\r
607 WriteByte(msg, SVC_TEMPENTITY);
\r
608 WriteByte(msg, TE_CSQC_RACE);
\r
609 WriteByte(msg, RACE_NET_SPEED_AWARD);
\r
610 WriteInt24_t(msg, floor(speedaward_speed+0.5));
\r
611 WriteString(msg, speedaward_holder);
\r
614 float speedaward_alltimebest;
\r
615 string speedaward_alltimebest_holder;
\r
616 void race_send_speedaward_alltimebest(float msg)
\r
618 // send the best speed
\r
619 WriteByte(msg, SVC_TEMPENTITY);
\r
620 WriteByte(msg, TE_CSQC_RACE);
\r
621 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
\r
622 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
\r
623 WriteString(msg, speedaward_alltimebest_holder);
\r
626 string GetMapname(void);
\r
627 float speedaward_lastupdate;
\r
628 float speedaward_lastsent;
\r
629 .float jumppadusetime;
\r
630 void SV_PlayerPhysics()
\r
632 local vector wishvel, wishdir, v;
\r
633 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
\r
635 float buttons_prev;
\r
636 float not_allowed_to_move;
\r
639 if(self.PlayerPhysplug)
\r
640 if(self.PlayerPhysplug())
\r
643 self.race_movetime_frac += frametime;
\r
644 f = floor(self.race_movetime_frac);
\r
645 self.race_movetime_frac -= f;
\r
646 self.race_movetime_count += f;
\r
647 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
\r
649 anticheat_physics();
\r
651 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
655 else if(buttons == 1)
\r
657 else if(buttons == 2)
\r
659 else if(buttons == 128)
\r
661 else if(buttons == 256)
\r
663 else if(buttons == 512)
\r
665 else if(buttons == 1024)
\r
670 if(c == substring(specialcommand, self.specialcommand_pos, 1))
\r
672 self.specialcommand_pos += 1;
\r
673 if(self.specialcommand_pos >= strlen(specialcommand))
\r
675 self.specialcommand_pos = 0;
\r
680 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
\r
681 self.specialcommand_pos = 0;
\r
683 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
\r
685 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
\r
686 self.parm_idlesince = time;
\r
688 buttons_prev = self.buttons_old;
\r
689 self.buttons_old = buttons;
\r
690 self.movement_old = self.movement;
\r
691 self.v_angle_old = self.v_angle;
\r
693 if(time < self.nickspamtime)
\r
694 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
\r
696 // slight annoyance for nick change scripts
\r
697 self.movement = -1 * self.movement;
\r
698 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_JETPACK = self.BUTTON_USE = 0;
\r
700 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
702 self.angles_x = random() * 360;
\r
703 self.angles_y = random() * 360;
\r
704 // at least I'm not forcing retardedview by also assigning to angles_z
\r
709 if (self.punchangle != '0 0 0')
\r
711 f = vlen(self.punchangle) - 15 * frametime;
\r
713 self.punchangle = normalize(self.punchangle) * f;
\r
715 self.punchangle = '0 0 0';
\r
718 if (self.punchvector != '0 0 0')
\r
720 f = vlen(self.punchvector) - 30 * frametime;
\r
722 self.punchvector = normalize(self.punchvector) * f;
\r
724 self.punchvector = '0 0 0';
\r
727 if (clienttype(self) == CLIENTTYPE_BOT)
\r
729 if(playerdemo_read())
\r
734 self.items &~= IT_USING_JETPACK;
\r
736 if(self.classname == "player")
\r
738 if(self.race_penalty)
\r
739 if(time > self.race_penalty)
\r
740 self.race_penalty = 0;
\r
742 not_allowed_to_move = 0;
\r
743 if(self.race_penalty)
\r
744 not_allowed_to_move = 1;
\r
745 if(!cvar("sv_ready_restart_after_countdown"))
\r
746 if(time < game_starttime)
\r
747 not_allowed_to_move = 1;
\r
749 if(not_allowed_to_move)
\r
751 self.velocity = '0 0 0';
\r
752 self.movetype = MOVETYPE_NONE;
\r
753 self.disableclientprediction = 2;
\r
755 else if(self.disableclientprediction == 2)
\r
757 if(self.movetype == MOVETYPE_NONE)
\r
758 self.movetype = MOVETYPE_WALK;
\r
759 self.disableclientprediction = 0;
\r
763 if(self.predator.classname == "player" || self.fakepredator.classname == "player")
\r
766 if (self.movetype == MOVETYPE_NONE)
\r
772 if(self.in_swamp) {
\r
773 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
\r
776 if(self.classname != "player")
\r
778 maxspd_mod = cvar("sv_spectator_speed_multiplier");
\r
779 if(!self.spectatorspeed)
\r
780 self.spectatorspeed = maxspd_mod;
\r
781 if(self.impulse && self.impulse <= 19)
\r
783 if(self.lastclassname != "player")
\r
785 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
\r
786 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
\r
787 else if(self.impulse == 11)
\r
788 self.spectatorspeed = maxspd_mod;
\r
789 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
\r
790 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
\r
791 else if(self.impulse >= 1 && self.impulse <= 9)
\r
792 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
\r
793 } // otherwise just clear
\r
796 maxspd_mod = self.spectatorspeed;
\r
799 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
\r
800 if(self.speed != spd)
\r
804 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
\r
805 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
\r
806 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
\r
807 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
\r
810 maxspd_mod *= swampspd_mod; // only one common speed modder please!
\r
811 if(cvar("g_balance_vore_weight_gravity") > 0)
\r
812 maxspd_mod *= 1 - bound(0, self.stomach_load * cvar("g_balance_vore_weight_speed"), 1); // apply stomach weight
\r
815 // if dead, behave differently
\r
819 if (!self.fixangle && !g_bugrigs)
\r
822 self.angles_y = self.v_angle_y;
\r
826 if(self.flags & FL_ONGROUND)
\r
829 self.wasFlying = 0;
\r
831 if(self.waterlevel < WATERLEVEL_SWIMMING)
\r
832 if(time >= self.ladder_time)
\r
833 if not(self.grabber)
\r
835 self.nextstep = time + 0.3 + random() * 0.1;
\r
836 trace_dphitq3surfaceflags = 0;
\r
837 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
\r
838 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
\r
840 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
\r
841 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
843 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
849 self.wasFlying = 1;
\r
851 if(self.classname == "player")
\r
853 if(self.flags & FL_ONGROUND)
\r
855 if (cvar("g_multijump") > 0)
\r
856 self.multijump_count = 0;
\r
858 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
\r
861 if (self.BUTTON_JUMP)
\r
864 self.flags |= FL_JUMPRELEASED;
\r
866 if (self.waterlevel == WATERLEVEL_SWIMMING)
\r
870 if (self.flags & FL_WATERJUMP )
\r
872 self.velocity_x = self.movedir_x;
\r
873 self.velocity_y = self.movedir_y;
\r
874 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
\r
876 self.flags &~= FL_WATERJUMP;
\r
877 self.teleport_time = 0;
\r
880 else if (g_bugrigs && self.classname == "player")
\r
884 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
\r
886 // noclipping or flying
\r
887 self.flags &~= FL_ONGROUND;
\r
889 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
890 makevectors(self.v_angle);
\r
891 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
892 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
894 wishdir = normalize(wishvel);
\r
895 wishspeed = vlen(wishvel);
\r
896 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
897 wishspeed = sv_maxspeed*maxspd_mod;
\r
898 if (time >= self.teleport_time)
\r
899 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
901 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
\r
904 self.flags &~= FL_ONGROUND;
\r
906 makevectors(self.v_angle);
\r
907 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
908 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
909 if (wishvel == '0 0 0')
\r
910 wishvel = '0 0 -60'; // drift towards bottom
\r
912 wishdir = normalize(wishvel);
\r
913 wishspeed = vlen(wishvel);
\r
914 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
915 wishspeed = sv_maxspeed*maxspd_mod;
\r
916 wishspeed = wishspeed * 0.7;
\r
919 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
921 // water acceleration
\r
922 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
924 else if (time < self.ladder_time)
\r
926 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
\r
927 self.flags &~= FL_ONGROUND;
\r
929 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
930 makevectors(self.v_angle);
\r
931 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
932 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
934 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
\r
936 self.velocity_z = self.velocity_z + sv_gravity * frametime;
\r
937 if (self.ladder_entity.classname == "func_water")
\r
940 if (f > self.ladder_entity.speed)
\r
941 wishvel = wishvel * (self.ladder_entity.speed / f);
\r
943 self.watertype = self.ladder_entity.skin;
\r
944 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
\r
945 if ((self.origin_z + self.view_ofs_z) < f)
\r
946 self.waterlevel = WATERLEVEL_SUBMERGED;
\r
947 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
\r
948 self.waterlevel = WATERLEVEL_SWIMMING;
\r
949 else if ((self.origin_z + self.mins_z + 1) < f)
\r
950 self.waterlevel = WATERLEVEL_WETFEET;
\r
953 self.waterlevel = WATERLEVEL_NONE;
\r
954 self.watertype = CONTENT_EMPTY;
\r
958 wishdir = normalize(wishvel);
\r
959 wishspeed = vlen(wishvel);
\r
960 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
961 wishspeed = sv_maxspeed*maxspd_mod;
\r
962 if (time >= self.teleport_time)
\r
964 // water acceleration
\r
965 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
968 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.predator.classname != "player")
\r
970 //makevectors(self.v_angle_y * '0 1 0');
\r
971 makevectors(self.v_angle);
\r
972 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
973 // add remaining speed as Z component
\r
974 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
\r
975 // fix speedhacks :P
\r
976 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
\r
977 // add the unused velocity as up component
\r
980 // if(self.BUTTON_JUMP)
\r
981 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
\r
983 // it is now normalized, so...
\r
984 float a_side, a_up, a_add, a_diff;
\r
985 a_side = cvar("g_jetpack_acceleration_side");
\r
986 a_up = cvar("g_jetpack_acceleration_up");
\r
987 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
\r
989 wishvel_x *= a_side;
\r
990 wishvel_y *= a_side;
\r
992 wishvel_z += a_add;
\r
996 //////////////////////////////////////////////////////////////////////////////////////
\r
997 // finding the maximum over all vectors of above form
\r
998 // with wishvel having an absolute value of 1
\r
999 //////////////////////////////////////////////////////////////////////////////////////
\r
1000 // we're finding the maximum over
\r
1001 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
\r
1002 // for z in the range from -1 to 1
\r
1003 //////////////////////////////////////////////////////////////////////////////////////
\r
1004 // maximum is EITHER attained at the single extreme point:
\r
1005 a_diff = a_side * a_side - a_up * a_up;
\r
1008 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
\r
1009 if(f > -1 && f < 1) // can it be attained?
\r
1011 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
\r
1012 //print("middle\n");
\r
1015 // OR attained at z = 1:
\r
1016 f = (a_up + a_add) * (a_up + a_add);
\r
1022 // OR attained at z = -1:
\r
1023 f = (a_up - a_add) * (a_up - a_add);
\r
1027 //print("bottom\n");
\r
1029 best = sqrt(best);
\r
1030 //////////////////////////////////////////////////////////////////////////////////////
\r
1032 //print("best possible acceleration: ", ftos(best), "\n");
\r
1035 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
\r
1036 if(wishvel_z - sv_gravity > 0)
\r
1037 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
\r
1039 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
\r
1042 fvel = vlen(wishvel);
\r
1045 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
\r
1047 fvel = min(1, vlen(wishvel) / best);
\r
1048 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
\r
1049 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
\r
1053 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
\r
1055 if (f > 0 && wishvel != '0 0 0')
\r
1057 self.velocity = self.velocity + wishvel * f * frametime;
\r
1058 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
1059 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
\r
1060 self.flags &~= FL_ONGROUND;
\r
1061 self.items |= IT_USING_JETPACK;
\r
1063 // jetpack also inhibits health regeneration, but only for 1 second
\r
1064 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));
\r
1067 else if (self.flags & FL_ONGROUND)
\r
1069 // we get here if we ran out of ammo
\r
1070 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.predator.classname != "player")
\r
1071 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
\r
1074 makevectors(self.v_angle_y * '0 1 0');
\r
1075 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
1077 if(!(self.lastflags & FL_ONGROUND))
\r
1079 if(cvar("speedmeter"))
\r
1080 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
\r
1081 if(self.lastground < time - 0.3)
\r
1082 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
\r
1083 if(self.jumppadcount > 1)
\r
1084 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
\r
1085 self.jumppadcount = 0;
\r
1088 #ifdef LETS_TEST_FTEQCC
\r
1089 if(self.velocity_x || self.velocity_y)
\r
1095 if(self.velocity_x)
\r
1097 if(self.velocity_y)
\r
1102 v = self.velocity;
\r
1107 if (f < sv_stopspeed)
\r
1108 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
\r
1110 f = 1 - frametime * sv_friction;
\r
1112 self.velocity = self.velocity * f;
\r
1114 self.velocity = '0 0 0';
\r
1118 wishdir = normalize(wishvel);
\r
1119 wishspeed = vlen(wishvel);
\r
1120 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
1121 wishspeed = sv_maxspeed*maxspd_mod;
\r
1123 wishspeed = wishspeed * 0.5;
\r
1124 if (time >= self.teleport_time)
\r
1125 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
1130 // we get here if we ran out of ammo
\r
1131 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.predator.classname != "player")
\r
1132 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
\r
1134 if(maxspd_mod < 1)
\r
1136 maxairspd = sv_maxairspeed*maxspd_mod;
\r
1137 airaccel = sv_airaccelerate*maxspd_mod;
\r
1141 maxairspd = sv_maxairspeed;
\r
1142 airaccel = sv_airaccelerate;
\r
1145 makevectors(self.v_angle_y * '0 1 0');
\r
1146 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
1148 wishdir = normalize(wishvel);
\r
1149 wishspeed = wishspeed0 = vlen(wishvel);
\r
1150 if (wishspeed0 > sv_maxspeed*maxspd_mod)
\r
1151 wishspeed0 = sv_maxspeed*maxspd_mod;
\r
1152 if (wishspeed > maxairspd)
\r
1153 wishspeed = maxairspd;
\r
1155 wishspeed = wishspeed * 0.5;
\r
1156 if (time >= self.teleport_time)
\r
1158 float accelerating;
\r
1162 airaccelqw = sv_airaccel_qw;
\r
1163 accelerating = (self.velocity * wishdir > 0);
\r
1164 wishspeed2 = wishspeed;
\r
1167 if(sv_airstopaccelerate)
\r
1168 if(self.velocity * wishdir < 0)
\r
1169 airaccel = sv_airstopaccelerate*maxspd_mod;
\r
1170 // this doesn't play well with analog input, but can't r
\r
1171 // fixed like the AirControl can. So, don't set the maxa
\r
1172 // cvars when you want to support analog input.
\r
1173 if(self.movement_x == 0 && self.movement_y != 0)
\r
1175 if(sv_maxairstrafespeed)
\r
1177 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
\r
1178 if(sv_maxairstrafespeed < sv_maxairspeed)
\r
1181 if(sv_airstrafeaccelerate)
\r
1183 airaccel = sv_airstrafeaccelerate*maxspd_mod;
\r
1184 if(sv_airstrafeaccelerate > sv_airaccelerate)
\r
1190 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
\r
1191 PM_AirAccelerate(wishdir, wishspeed);
\r
1193 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
\r
1196 CPM_PM_Aircontrol(wishdir, wishspeed2);
\r
1200 if((g_cts || g_race) && self.classname != "observer") {
\r
1201 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
\r
1202 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
\r
1203 speedaward_holder = self.netname;
\r
1204 speedaward_lastupdate = time;
\r
1206 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
\r
1212 race_send_speedaward(MSG_ALL);
\r
1213 speedaward_lastsent = speedaward_speed;
\r
1214 if (speedaward_speed > speedaward_alltimebest) {
\r
1215 speedaward_alltimebest = speedaward_speed;
\r
1216 speedaward_alltimebest_holder = speedaward_holder;
\r
1217 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
\r
1218 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
\r
1219 race_send_speedaward_alltimebest(MSG_ALL);
\r
1224 if(vlen(self.velocity) > cvar("g_deathspeed"))
\r
1225 Damage(self, world, world, 100000, DEATH_KILL, self.origin, '0 0 0');
\r
1228 if(self.flags & FL_ONGROUND)
\r
1229 self.lastground = time;
\r
1231 self.lastflags = self.flags;
\r
1232 self.lastclassname = self.classname;
\r