2 #include "triggers/include.qh"
7 #include "../server/miscfunctions.qh"
8 #include "triggers/trigger/viewloc.qh"
10 // client side physics
11 bool Physics_Valid(string thecvar)
13 return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
16 float Physics_ClientOption(entity pl, string option)
18 if(Physics_Valid(pl.cvar_cl_physics))
20 string s = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
21 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
24 if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
26 string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
27 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
30 return cvar(strcat("sv_", option));
33 void Physics_AddStats()
35 // static view offset and hitbox vectors
36 // networked for all you bandwidth pigs out there
37 addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
38 addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
39 addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
40 addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
41 addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
42 addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
44 addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
45 addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
46 addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
47 addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
48 addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
49 addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
50 addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
51 addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
52 addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
53 addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
54 addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
55 addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
57 // g_movementspeed hack
58 addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
59 addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
60 addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
61 addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
62 addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
65 addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
66 addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
67 addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
68 addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
69 addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
70 addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
72 // hack to fix track_canjump
73 addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
76 addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
79 addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
82 addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
83 addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
84 addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
87 addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
88 addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
89 addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
90 addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
91 addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
92 addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
93 addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
94 addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
95 addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
96 addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
97 addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
98 addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
99 addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
100 addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
101 addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
102 addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
103 addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
104 addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
105 addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
107 addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
110 void Physics_UpdateStats(float maxspd_mod)
113 self.stat_pl_view_ofs = PL_VIEW_OFS;
114 self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
116 self.stat_pl_min = PL_MIN;
117 self.stat_pl_max = PL_MAX;
118 self.stat_pl_crouch_min = PL_CROUCH_MIN;
119 self.stat_pl_crouch_max = PL_CROUCH_MAX;
122 self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
123 if(Physics_ClientOption(self, "airstrafeaccel_qw"))
124 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
126 self.stat_sv_airstrafeaccel_qw = 0;
127 self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
128 self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
129 self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
131 self.stat_doublejump = PHYS_DOUBLEJUMP;
133 self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
134 self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
135 self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
136 self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
137 self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
138 self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
140 self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
142 self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
143 self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
145 self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
149 // fix some new settings
150 self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
151 self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
152 self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
153 self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
154 self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
155 self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
156 self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
157 self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
158 self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
159 self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
160 self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
161 self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
162 self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
163 self.stat_sv_friction = Physics_ClientOption(self, "friction");
164 self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
165 self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
166 self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
167 self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
168 self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
170 self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
174 float IsMoveInDirection(vector mv, float ang) // key mix factor
176 if (mv_x == 0 && mv_y == 0)
177 return 0; // avoid division by zero
178 ang -= RAD2DEG * atan2(mv_y, mv_x);
179 ang = remainder(ang, 360) / 45;
180 return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
183 float GeomLerp(float a, float lerp, float b)
185 return a == 0 ? (lerp < 1 ? 0 : b)
186 : b == 0 ? (lerp > 0 ? 0 : a)
187 : a * pow(fabs(b / a), lerp);
190 noref float pmove_waterjumptime;
192 const float unstick_count = 27;
193 vector unstick_offsets[unstick_count] =
195 // 1 no nudge (just return the original if this test passes)
198 ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
199 '-0.125 0.000 0.000', '0.125 0.000 0.000',
200 ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
201 // 4 diagonal flat nudges
202 '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
203 '-0.125 0.125 0.000', '0.125 0.125 0.000',
204 // 8 diagonal upward nudges
205 '-0.125 0.000 0.125', '0.125 0.000 0.125',
206 ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
207 '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
208 '-0.125 0.125 0.125', '0.125 0.125 0.125',
209 // 8 diagonal downward nudges
210 '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
211 ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
212 '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
213 '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
216 void PM_ClientMovement_Unstick()
219 for (i = 0; i < unstick_count; i++)
221 vector neworigin = unstick_offsets[i] + self.origin;
222 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
223 if (!trace_startsolid)
225 setorigin(self, neworigin);
231 void PM_ClientMovement_UpdateStatus(bool ground)
233 // make sure player is not stuck
234 PM_ClientMovement_Unstick();
237 if (PHYS_INPUT_BUTTON_CROUCH(self))
239 // wants to crouch, this always works..
240 if (!IS_DUCKED(self))
245 // wants to stand, if currently crouching we need to check for a
249 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
250 if (!trace_startsolid)
256 vector origin1 = self.origin + '0 0 1';
257 vector origin2 = self.origin - '0 0 1';
261 tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
262 if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
266 // this code actually "predicts" an impact; so let's clip velocity first
267 float f = self.velocity * trace_plane_normal;
268 self.velocity -= f * trace_plane_normal;
271 UNSET_ONGROUND(self);
274 // set watertype/waterlevel
275 origin1 = self.origin;
276 origin1_z += self.mins_z + 1;
277 self.waterlevel = WATERLEVEL_NONE;
279 int thepoint = pointcontents(origin1);
281 self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
285 self.waterlevel = WATERLEVEL_WETFEET;
286 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
287 thepoint = pointcontents(origin1);
288 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
290 self.waterlevel = WATERLEVEL_SWIMMING;
291 origin1_z = self.origin_z + 22;
292 thepoint = pointcontents(origin1);
293 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
294 self.waterlevel = WATERLEVEL_SUBMERGED;
298 if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
299 pmove_waterjumptime = 0;
302 void PM_ClientMovement_Move()
309 vector currentorigin2;
311 vector primalvelocity;
313 vector trace1_endpos = '0 0 0';
314 vector trace2_endpos = '0 0 0';
315 vector trace3_endpos = '0 0 0';
316 float trace1_fraction = 0;
317 float trace2_fraction = 0;
318 float trace3_fraction = 0;
319 vector trace1_plane_normal = '0 0 0';
320 vector trace2_plane_normal = '0 0 0';
321 vector trace3_plane_normal = '0 0 0';
324 PM_ClientMovement_UpdateStatus(false);
325 primalvelocity = self.velocity;
326 for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
328 neworigin = self.origin + t * self.velocity;
329 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
330 trace1_endpos = trace_endpos;
331 trace1_fraction = trace_fraction;
332 trace1_plane_normal = trace_plane_normal;
333 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
335 // may be a step or wall, try stepping up
336 // first move forward at a higher level
337 currentorigin2 = self.origin;
338 currentorigin2_z += PHYS_STEPHEIGHT;
339 neworigin2 = neworigin;
340 neworigin2_z += PHYS_STEPHEIGHT;
341 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
342 trace2_endpos = trace_endpos;
343 trace2_fraction = trace_fraction;
344 trace2_plane_normal = trace_plane_normal;
345 if(!trace_startsolid)
347 // then move down from there
348 currentorigin2 = trace2_endpos;
349 neworigin2 = trace2_endpos;
350 neworigin2_z = self.origin_z;
351 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
352 trace3_endpos = trace_endpos;
353 trace3_fraction = trace_fraction;
354 trace3_plane_normal = trace_plane_normal;
355 // accept the new trace if it made some progress
356 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
358 trace1_endpos = trace2_endpos;
359 trace1_fraction = trace2_fraction;
360 trace1_plane_normal = trace2_plane_normal;
361 trace1_endpos = trace3_endpos;
366 // check if it moved at all
367 if(trace1_fraction >= 0.001)
368 setorigin(self, trace1_endpos);
370 // check if it moved all the way
371 if(trace1_fraction == 1)
374 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
375 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
376 // this got commented out in a change that supposedly makes the code match QW better
377 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
378 if(trace1_plane_normal_z > 0.7)
381 t -= t * trace1_fraction;
383 f = (self.velocity * trace1_plane_normal);
384 self.velocity = self.velocity + -f * trace1_plane_normal;
386 if(pmove_waterjumptime > 0)
387 self.velocity = primalvelocity;
391 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
393 float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
397 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
399 float zspeed = self.velocity_z;
401 float xyspeed = vlen(self.velocity);
402 self.velocity = normalize(self.velocity);
404 float dot = self.velocity * wishdir;
406 if (dot > 0) // we can't change direction while slowing down
408 k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
409 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
410 k *= PHYS_AIRCONTROL;
411 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
414 self.velocity = self.velocity * xyspeed;
415 self.velocity_z = zspeed;
418 float AdjustAirAccelQW(float accelqw, float factor)
420 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
423 // example config for alternate speed clamping:
424 // sv_airaccel_qw 0.8
425 // sv_airaccel_sideways_friction 0
426 // prvm_globalset server speedclamp_mode 1
428 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
430 float speedclamp = stretchfactor > 0 ? stretchfactor
431 : accelqw < 0 ? 1 // full clamping, no stretch
434 accelqw = fabs(accelqw);
436 if (GAMEPLAYFIX_Q2AIRACCELERATE)
437 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
439 float vel_straight = self.velocity * wishdir;
440 float vel_z = self.velocity_z;
441 vector vel_xy = vec2(self.velocity);
442 vector vel_perpend = vel_xy - vel_straight * wishdir;
444 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
446 float vel_xy_current = vlen(vel_xy);
448 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
449 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
450 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
451 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
452 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
454 if (sidefric < 0 && (vel_perpend*vel_perpend))
455 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
457 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
458 float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
460 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
461 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
462 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
463 // obviously, this cannot be
469 vel_perpend *= max(fmin, f);
473 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
475 vel_xy = vel_straight * wishdir + vel_perpend;
479 float vel_xy_preclamp;
480 vel_xy_preclamp = vlen(vel_xy);
481 if (vel_xy_preclamp > 0) // prevent division by zero
483 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
484 if (vel_xy_current < vel_xy_preclamp)
485 vel_xy *= (vel_xy_current / vel_xy_preclamp);
489 self.velocity = vel_xy + vel_z * '0 0 1';
492 void PM_AirAccelerate(vector wishdir, float wishspeed)
497 vector curvel = self.velocity;
499 float curspeed = vlen(curvel);
501 if (wishspeed > curspeed * 1.01)
502 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
505 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
506 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
508 vector wishvel = wishdir * wishspeed;
509 vector acceldir = wishvel - curvel;
510 float addspeed = vlen(acceldir);
511 acceldir = normalize(acceldir);
513 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
515 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
517 vector curdir = normalize(curvel);
518 float dot = acceldir * curdir;
520 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
523 self.velocity += accelspeed * acceldir;
531 When you press the jump key
532 returns true if handled
535 bool PlayerJump (void)
537 if (PHYS_FROZEN(self))
538 return true; // no jumping in freezetag when frozen
541 if (self.player_blocked)
542 return true; // no jumping while blocked
545 bool doublejump = false;
546 float mjumpheight = PHYS_JUMPVELOCITY;
548 player_multijump = doublejump;
549 player_jumpheight = mjumpheight;
552 if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight)
554 || PM_multijump_checkjump()
558 doublejump = player_multijump;
559 mjumpheight = player_jumpheight;
563 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
564 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
568 // we MUST clip velocity here!
570 f = self.velocity * trace_plane_normal;
572 self.velocity -= f * trace_plane_normal;
576 if (self.waterlevel >= WATERLEVEL_SWIMMING)
578 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
583 if (!IS_ONGROUND(self))
584 return IS_JUMP_HELD(self);
586 if (PHYS_TRACK_CANJUMP(self))
587 if (IS_JUMP_HELD(self))
590 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
591 // velocity bounds. Final velocity is bound between (jumpheight *
592 // min + jumpheight) and (jumpheight * max + jumpheight);
594 if(PHYS_JUMPSPEEDCAP_MIN != "")
596 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
598 if (self.velocity_z < minjumpspeed)
599 mjumpheight += minjumpspeed - self.velocity_z;
602 if(PHYS_JUMPSPEEDCAP_MAX != "")
604 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
605 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
607 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
609 float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
611 if (self.velocity_z > maxjumpspeed)
612 mjumpheight -= self.velocity_z - maxjumpspeed;
616 if (!WAS_ONGROUND(self))
619 if(autocvar_speedmeter)
620 LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
622 if(self.lastground < time - 0.3)
624 self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
625 self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
628 if(self.jumppadcount > 1)
629 LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
630 self.jumppadcount = 0;
634 self.velocity_z += mjumpheight;
636 UNSET_ONGROUND(self);
641 self.oldvelocity_z = self.velocity_z;
643 animdecide_setaction(self, ANIMACTION_JUMP, true);
645 if (autocvar_g_jump_grunt)
646 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
651 void CheckWaterJump()
653 // check for a jump-out-of-water
654 makevectors(self.v_angle);
655 vector start = self.origin;
658 normalize(v_forward);
659 vector end = start + v_forward*24;
660 traceline (start, end, true, self);
661 if (trace_fraction < 1)
663 start_z = start_z + self.maxs_z - 8;
664 end = start + v_forward*24;
665 self.movedir = trace_plane_normal * -50;
666 traceline(start, end, true, self);
667 if (trace_fraction == 1)
668 { // open at eye level
669 self.velocity_z = 225;
670 self.flags |= FL_WATERJUMP;
673 self.teleport_time = time + 2; // safety net
675 pmove_waterjumptime = time + 2;
683 #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
685 float autocvar_cl_jetpack_jump;
686 #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
688 .float jetpack_stopped;
689 // Hack: shouldn't need to know about this
690 .float multijump_count;
691 void CheckPlayerJump()
694 float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
696 if (JETPACK_JUMP(self) < 2)
697 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
699 if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
701 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
702 float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
703 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
705 if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
706 else if (self.jetpack_stopped) { }
710 if (was_flying) // TODO: ran out of fuel message
711 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
713 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
715 self.jetpack_stopped = true;
716 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
718 else if (activate && !PHYS_FROZEN(self))
719 ITEMS_STAT(self) |= IT_USING_JETPACK;
723 self.jetpack_stopped = false;
724 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
726 if (!PHYS_INPUT_BUTTON_JUMP(self))
727 UNSET_JUMP_HELD(self);
729 if (self.waterlevel == WATERLEVEL_SWIMMING)
733 float racecar_angle(float forward, float down)
741 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
743 float angle_mult = forward / (800 + forward);
746 return ret * angle_mult + 360 * (1 - angle_mult);
748 return ret * angle_mult;
751 void RaceCarPhysics()
754 // using this move type for "big rigs"
755 // the engine does not push the entity!
759 vector angles_save = self.angles;
760 float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
761 float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
763 if (g_bugrigs_reverse_speeding)
767 // back accel is DIGITAL
768 // to prevent speedhack
778 makevectors(self.angles); // new forward direction!
780 if (IS_ONGROUND(self) || g_bugrigs_air_steering)
782 float myspeed = self.velocity * v_forward;
783 float upspeed = self.velocity * v_up;
785 // responsiveness factor for steering and acceleration
786 float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
787 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
790 if (myspeed < 0 && g_bugrigs_reverse_spinning)
791 steerfactor = -myspeed * g_bugrigs_steer;
793 steerfactor = -myspeed * f * g_bugrigs_steer;
796 if (myspeed < 0 && g_bugrigs_reverse_speeding)
797 accelfactor = g_bugrigs_accel;
799 accelfactor = f * g_bugrigs_accel;
800 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
806 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
810 if (!g_bugrigs_reverse_speeding)
811 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
818 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
822 if (g_bugrigs_reverse_stopping)
825 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
828 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
829 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
831 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
832 makevectors(self.angles); // new forward direction!
834 myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
836 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
840 float myspeed = vlen(self.velocity);
842 // responsiveness factor for steering and acceleration
843 float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
844 float steerfactor = -myspeed * f;
845 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
847 rigvel = self.velocity;
848 makevectors(self.angles); // new forward direction!
851 rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
852 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
853 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
854 //MAXIMA: solve(total_acceleration(v) = 0, v);
856 if (g_bugrigs_planar_movement)
858 vector rigvel_xy, neworigin, up;
861 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
862 rigvel_xy = vec2(rigvel);
864 if (g_bugrigs_planar_movement_car_jumping)
867 mt = MOVE_NOMONSTERS;
869 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
870 up = trace_endpos - self.origin;
872 // BUG RIGS: align the move to the surface instead of doing collision testing
874 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
877 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
879 if (trace_fraction < 0.5)
882 neworigin = self.origin;
885 neworigin = trace_endpos;
887 if (trace_fraction < 1)
889 // now set angles_x so that the car points parallel to the surface
890 self.angles = vectoangles(
891 '1 0 0' * v_forward_x * trace_plane_normal_z
893 '0 1 0' * v_forward_y * trace_plane_normal_z
895 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
901 // now set angles_x so that the car points forward, but is tilted in velocity direction
902 UNSET_ONGROUND(self);
905 self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
906 self.movetype = MOVETYPE_NOCLIP;
910 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
911 self.velocity = rigvel;
912 self.movetype = MOVETYPE_FLY;
916 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
917 if (trace_fraction != 1)
919 self.angles = vectoangles2(
920 '1 0 0' * v_forward_x * trace_plane_normal_z
922 '0 1 0' * v_forward_y * trace_plane_normal_z
924 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
932 vel_local_x = v_forward * self.velocity;
933 vel_local_y = v_right * self.velocity;
934 vel_local_z = v_up * self.velocity;
936 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
937 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
941 vector vf1, vu1, smoothangles;
942 makevectors(self.angles);
943 float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
948 makevectors(angles_save);
949 vf1 = vf1 + v_forward * (1 - f);
950 vu1 = vu1 + v_up * (1 - f);
951 smoothangles = vectoangles2(vf1, vu1);
952 self.angles_x = -smoothangles_x;
953 self.angles_z = smoothangles_z;
957 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
958 .float specialcommand_pos;
959 void SpecialCommand()
965 if (!CheatImpulse(99))
966 LOG_INFO("A hollow voice says \"Plugh\".\n");
971 void PM_check_race_movetime(void)
974 self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
975 float f = floor(self.race_movetime_frac);
976 self.race_movetime_frac -= f;
977 self.race_movetime_count += f;
978 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
982 float PM_check_specialcommand(float buttons)
988 else if (buttons == 1)
990 else if (buttons == 2)
992 else if (buttons == 128)
994 else if (buttons == 256)
996 else if (buttons == 512)
998 else if (buttons == 1024)
1003 if (c == substring(specialcommand, self.specialcommand_pos, 1))
1005 self.specialcommand_pos += 1;
1006 if (self.specialcommand_pos >= strlen(specialcommand))
1008 self.specialcommand_pos = 0;
1013 else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
1014 self.specialcommand_pos = 0;
1019 void PM_check_nickspam(void)
1022 if (time >= self.nickspamtime)
1024 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
1026 // slight annoyance for nick change scripts
1027 self.movement = -1 * self.movement;
1028 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
1030 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
1032 self.v_angle_x = random() * 360;
1033 self.v_angle_y = random() * 360;
1034 // at least I'm not forcing retardedview by also assigning to angles_z
1035 self.fixangle = true;
1041 void PM_check_punch()
1044 if (self.punchangle != '0 0 0')
1046 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
1048 self.punchangle = normalize(self.punchangle) * f;
1050 self.punchangle = '0 0 0';
1053 if (self.punchvector != '0 0 0')
1055 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
1057 self.punchvector = normalize(self.punchvector) * f;
1059 self.punchvector = '0 0 0';
1064 void PM_check_spider(void)
1067 if (time >= self.spider_slowness)
1069 PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
1070 PHYS_MAXAIRSPEED(self) *= 0.5;
1071 PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
1072 PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
1076 // predict frozen movement, as frozen players CAN move in some cases
1077 void PM_check_frozen(void)
1079 if (!PHYS_FROZEN(self))
1081 if (PHYS_DODGING_FROZEN
1083 && IS_REAL_CLIENT(self)
1087 self.movement_x = bound(-5, self.movement.x, 5);
1088 self.movement_y = bound(-5, self.movement.y, 5);
1089 self.movement_z = bound(-5, self.movement.z, 5);
1092 self.movement = '0 0 0';
1094 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1095 if (pointcontents(midpoint) == CONTENT_WATER)
1097 self.velocity = self.velocity * 0.5;
1099 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
1100 self.velocity_z = 200;
1104 void PM_check_hitground()
1107 if (IS_ONGROUND(self))
1108 if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
1112 if (self.waterlevel < WATERLEVEL_SWIMMING)
1113 if (time >= self.ladder_time)
1116 self.nextstep = time + 0.3 + random() * 0.1;
1117 trace_dphitq3surfaceflags = 0;
1118 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1119 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1121 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1122 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1124 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1131 void PM_check_blocked(void)
1134 if (!self.player_blocked)
1136 self.movement = '0 0 0';
1137 self.disableclientprediction = 1;
1142 float speedaward_lastsent;
1143 float speedaward_lastupdate;
1145 void PM_check_race(void)
1148 if(!(g_cts || g_race))
1150 if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1152 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1153 speedaward_holder = self.netname;
1154 speedaward_uid = self.crypto_idfp;
1155 speedaward_lastupdate = time;
1157 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1159 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1160 race_send_speedaward(MSG_ALL);
1161 speedaward_lastsent = speedaward_speed;
1162 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1164 speedaward_alltimebest = speedaward_speed;
1165 speedaward_alltimebest_holder = speedaward_holder;
1166 speedaward_alltimebest_uid = speedaward_uid;
1167 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1168 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1169 race_send_speedaward_alltimebest(MSG_ALL);
1175 void PM_check_vortex(void)
1179 float xyspeed = vlen(vec2(self.velocity));
1180 if (self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1182 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1183 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1184 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1185 // add the extra charge
1186 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
1191 void PM_fly(float maxspd_mod)
1193 // noclipping or flying
1194 UNSET_ONGROUND(self);
1196 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1197 makevectors(self.v_angle);
1198 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1199 vector wishvel = v_forward * self.movement.x
1200 + v_right * self.movement.y
1201 + '0 0 1' * self.movement.z;
1203 vector wishdir = normalize(wishvel);
1204 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1206 if (time >= self.teleport_time)
1208 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1209 PM_ClientMovement_Move();
1212 void PM_swim(float maxspd_mod)
1215 UNSET_ONGROUND(self);
1217 float jump = PHYS_INPUT_BUTTON_JUMP(self);
1218 // water jump only in certain situations
1219 // this mimics quakeworld code
1220 if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1222 vector yawangles = '0 1 0' * self.v_angle.y;
1223 makevectors(yawangles);
1224 vector forward = v_forward;
1225 vector spot = self.origin + 24 * forward;
1227 traceline(spot, spot, MOVE_NOMONSTERS, self);
1228 if (trace_startsolid)
1231 traceline(spot, spot, MOVE_NOMONSTERS, self);
1232 if (!trace_startsolid)
1234 self.velocity = forward * 50;
1235 self.velocity_z = 310;
1236 pmove_waterjumptime = 2;
1237 UNSET_ONGROUND(self);
1238 SET_JUMP_HELD(self);
1242 makevectors(self.v_angle);
1243 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1244 vector wishvel = v_forward * self.movement.x
1245 + v_right * self.movement.y
1246 + '0 0 1' * self.movement.z;
1247 if (wishvel == '0 0 0')
1248 wishvel = '0 0 -60'; // drift towards bottom
1250 vector wishdir = normalize(wishvel);
1251 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1253 if (IS_DUCKED(self))
1256 // if (pmove_waterjumptime <= 0) // TODO: use
1259 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1260 f = min(max(0, f), 1);
1263 f = wishspeed - self.velocity * wishdir;
1266 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1267 self.velocity += accelspeed * wishdir;
1270 // holding jump button swims upward slowly
1274 if (self.watertype & CONTENT_LAVA)
1275 self.velocity_z = 50;
1276 else if (self.watertype & CONTENT_SLIME)
1277 self.velocity_z = 80;
1280 if (IS_NEXUIZ_DERIVED(gamemode))
1282 self.velocity_z = 200;
1285 self.velocity_z = 100;
1290 // water acceleration
1291 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1292 PM_ClientMovement_Move();
1295 void PM_ladder(float maxspd_mod)
1297 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1298 UNSET_ONGROUND(self);
1301 g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1302 if (PHYS_ENTGRAVITY(self))
1303 g *= PHYS_ENTGRAVITY(self);
1304 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1307 self.velocity_z += g;
1310 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1311 makevectors(self.v_angle);
1312 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1313 vector wishvel = v_forward * self.movement_x
1314 + v_right * self.movement_y
1315 + '0 0 1' * self.movement_z;
1316 self.velocity_z += g;
1317 if (self.ladder_entity.classname == "func_water")
1319 float f = vlen(wishvel);
1320 if (f > self.ladder_entity.speed)
1321 wishvel *= (self.ladder_entity.speed / f);
1323 self.watertype = self.ladder_entity.skin;
1324 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1325 if ((self.origin_z + self.view_ofs_z) < f)
1326 self.waterlevel = WATERLEVEL_SUBMERGED;
1327 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1328 self.waterlevel = WATERLEVEL_SWIMMING;
1329 else if ((self.origin_z + self.mins_z + 1) < f)
1330 self.waterlevel = WATERLEVEL_WETFEET;
1333 self.waterlevel = WATERLEVEL_NONE;
1334 self.watertype = CONTENT_EMPTY;
1338 vector wishdir = normalize(wishvel);
1339 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1341 if (time >= self.teleport_time)
1343 // water acceleration
1344 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1345 PM_ClientMovement_Move();
1348 void PM_jetpack(float maxspd_mod)
1350 //makevectors(self.v_angle.y * '0 1 0');
1351 makevectors(self.v_angle);
1352 vector wishvel = v_forward * self.movement_x
1353 + v_right * self.movement_y;
1354 // add remaining speed as Z component
1355 float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
1356 // fix speedhacks :P
1357 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1358 // add the unused velocity as up component
1361 // if (self.BUTTON_JUMP)
1362 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1364 // it is now normalized, so...
1365 float a_side = PHYS_JETPACK_ACCEL_SIDE;
1366 float a_up = PHYS_JETPACK_ACCEL_UP;
1367 float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1369 wishvel_x *= a_side;
1370 wishvel_y *= a_side;
1375 //////////////////////////////////////////////////////////////////////////////////////
1376 // finding the maximum over all vectors of above form
1377 // with wishvel having an absolute value of 1
1378 //////////////////////////////////////////////////////////////////////////////////////
1379 // we're finding the maximum over
1380 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1381 // for z in the range from -1 to 1
1382 //////////////////////////////////////////////////////////////////////////////////////
1383 // maximum is EITHER attained at the single extreme point:
1384 float a_diff = a_side * a_side - a_up * a_up;
1388 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1389 if (f > -1 && f < 1) // can it be attained?
1391 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1392 //print("middle\n");
1395 // OR attained at z = 1:
1396 f = (a_up + a_add) * (a_up + a_add);
1402 // OR attained at z = -1:
1403 f = (a_up - a_add) * (a_up - a_add);
1407 //print("bottom\n");
1410 //////////////////////////////////////////////////////////////////////////////////////
1412 //print("best possible acceleration: ", ftos(best), "\n");
1415 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1416 if (wishvel_z - PHYS_GRAVITY > 0)
1417 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1419 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1422 fvel = vlen(wishvel);
1425 wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1427 fvel = min(1, vlen(wishvel) / best);
1428 if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1429 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1433 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1435 if (f > 0 && wishvel != '0 0 0')
1437 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1438 UNSET_ONGROUND(self);
1441 if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1442 self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1444 ITEMS_STAT(self) |= IT_USING_JETPACK;
1446 // jetpack also inhibits health regeneration, but only for 1 second
1447 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1452 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1453 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1454 self.velocity_z -= g * 0.5;
1456 self.velocity_z -= g;
1457 PM_ClientMovement_Move();
1458 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1459 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1460 self.velocity_z -= g * 0.5;
1464 void PM_walk(float buttons_prev, float maxspd_mod)
1466 if (!WAS_ONGROUND(self))
1469 if (autocvar_speedmeter)
1470 LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1472 if (self.lastground < time - 0.3)
1473 self.velocity *= (1 - PHYS_FRICTION_ONLAND);
1475 if (self.jumppadcount > 1)
1476 LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1477 self.jumppadcount = 0;
1482 makevectors(self.v_angle.y * '0 1 0');
1483 vector wishvel = v_forward * self.movement.x
1484 + v_right * self.movement.y;
1486 vector wishdir = normalize(wishvel);
1487 float wishspeed = vlen(wishvel);
1489 wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1490 if (IS_DUCKED(self))
1493 // apply edge friction
1494 float f = vlen(vec2(self.velocity));
1498 trace_dphitq3surfaceflags = 0;
1499 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1500 // TODO: apply edge friction
1501 // apply ground friction
1502 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1503 realfriction = PHYS_FRICTION_SLICK;
1505 realfriction = PHYS_FRICTION;
1507 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1511 Mathematical analysis time!
1513 Our goal is to invert this mess.
1515 For the two cases we get:
1516 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1517 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1518 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1520 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1521 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1523 These cases would be chosen ONLY if:
1525 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1526 v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1528 v0 >= PHYS_STOPSPEED
1529 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1530 v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1533 float addspeed = wishspeed - self.velocity * wishdir;
1536 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1537 self.velocity += accelspeed * wishdir;
1539 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1540 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1541 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1542 if (self.velocity * self.velocity)
1543 PM_ClientMovement_Move();
1544 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1545 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1546 self.velocity_z -= g * 0.5;
1549 void PM_air(float buttons_prev, float maxspd_mod)
1551 makevectors(self.v_angle.y * '0 1 0');
1552 vector wishvel = v_forward * self.movement.x
1553 + v_right * self.movement.y;
1555 vector wishdir = normalize(wishvel);
1556 float wishspeed = vlen(wishvel);
1559 if (time >= self.teleport_time)
1561 if (pmove_waterjumptime <= 0)
1564 float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
1566 // apply air speed limit
1567 float airaccelqw = PHYS_AIRACCEL_QW(self);
1568 float wishspeed0 = wishspeed;
1569 wishspeed = min(wishspeed, maxairspd);
1570 if (IS_DUCKED(self))
1572 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1574 float accelerating = (self.velocity * wishdir > 0);
1575 float wishspeed2 = wishspeed;
1578 if (PHYS_AIRSTOPACCELERATE)
1580 vector curdir = normalize(vec2(self.velocity));
1581 airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1583 // note that for straight forward jumping:
1584 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1585 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1587 // dv/dt = accel * maxspeed (when slow)
1588 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1589 // log dv/dt = logaccel + logmaxspeed (when slow)
1590 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1591 float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1592 if (PHYS_MAXAIRSTRAFESPEED)
1593 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1594 if (PHYS_AIRSTRAFEACCELERATE(self))
1595 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
1596 if (PHYS_AIRSTRAFEACCEL_QW(self))
1598 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1600 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1603 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
1604 PM_AirAccelerate(wishdir, wishspeed2);
1606 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1608 if (PHYS_AIRCONTROL)
1609 CPM_PM_Aircontrol(wishdir, wishspeed2);
1611 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1612 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1613 self.velocity_z -= g * 0.5;
1615 self.velocity_z -= g;
1616 PM_ClientMovement_Move();
1617 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1618 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1619 self.velocity_z -= g * 0.5;
1622 // used for calculating airshots
1623 bool IsFlying(entity a)
1627 if(a.waterlevel >= WATERLEVEL_SWIMMING)
1629 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
1630 if(trace_fraction < 1)
1637 int buttons = PHYS_INPUT_BUTTON_MASK(self);
1639 self.items = getstati(STAT_ITEMS, 0, 24);
1641 self.movement = PHYS_INPUT_MOVEVALUES(self);
1643 vector oldv_angle = self.v_angle;
1644 vector oldangles = self.angles; // we need to save these, as they're abused by other code
1645 self.v_angle = PHYS_INPUT_ANGLES(self);
1646 self.angles = PHYS_WORLD_ANGLES(self);
1648 self.team = myteam + 1; // is this correct?
1649 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1650 UNSET_JUMP_HELD(self); // canjump = true
1651 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1653 PM_ClientMovement_UpdateStatus(true);
1658 WarpZone_PlayerPhysics_FixVAngle();
1660 float maxspeed_mod = 1;
1661 maxspeed_mod *= PHYS_HIGHSPEED;
1664 Physics_UpdateStats(maxspeed_mod);
1666 if (self.PlayerPhysplug)
1667 if (self.PlayerPhysplug())
1671 PM_check_race_movetime();
1673 anticheat_physics();
1676 if (PM_check_specialcommand(buttons))
1681 if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
1682 self.parm_idlesince = time;
1685 int buttons_prev = self.buttons_old;
1686 self.buttons_old = buttons;
1687 self.movement_old = self.movement;
1688 self.v_angle_old = self.v_angle;
1690 PM_check_nickspam();
1694 if (IS_BOT_CLIENT(self))
1696 if (playerdemo_read())
1701 if (IS_PLAYER(self))
1705 if (self.race_penalty)
1706 if (time > self.race_penalty)
1707 self.race_penalty = 0;
1710 bool not_allowed_to_move = false;
1712 if (self.race_penalty)
1713 not_allowed_to_move = true;
1716 if (time < game_starttime)
1717 not_allowed_to_move = true;
1720 if (not_allowed_to_move)
1722 self.velocity = '0 0 0';
1723 self.movetype = MOVETYPE_NONE;
1725 self.disableclientprediction = 2;
1729 else if (self.disableclientprediction == 2)
1731 if (self.movetype == MOVETYPE_NONE)
1732 self.movetype = MOVETYPE_WALK;
1733 self.disableclientprediction = 0;
1739 if (self.movetype == MOVETYPE_NONE)
1742 // when we get here, disableclientprediction cannot be 2
1743 self.disableclientprediction = 0;
1746 viewloc_PlayerPhysics();
1757 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1759 // conveyors: first fix velocity
1760 if (self.conveyor.state)
1761 self.velocity -= self.conveyor.movedir;
1764 MUTATOR_CALLHOOK(PlayerPhysics);
1770 // float forcedodge = 1;
1773 // PM_dodging_checkpressedkeys();
1776 // PM_ClientMovement_Move();
1781 if (!IS_PLAYER(self))
1783 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1784 if (!self.spectatorspeed)
1785 self.spectatorspeed = maxspeed_mod;
1786 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1788 if (self.lastclassname != "player")
1790 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1791 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1792 else if (self.impulse == 11)
1793 self.spectatorspeed = maxspeed_mod;
1794 else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1795 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1796 else if (self.impulse >= 1 && self.impulse <= 9)
1797 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1798 } // otherwise just clear
1801 maxspeed_mod = self.spectatorspeed;
1804 float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
1805 if(self.speed != spd)
1808 string temps = ftos(spd);
1809 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
1810 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
1811 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
1812 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
1815 if(self.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
1817 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
1818 stuffcmd(self, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
1820 if(self.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
1822 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
1823 stuffcmd(self, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
1829 // handle water here
1830 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1831 if(pointcontents(midpoint) == CONTENT_WATER)
1833 self.velocity = self.velocity * 0.5;
1836 //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1837 //{ self.velocity_z = 70; }
1843 if (!self.fixangle && !g_bugrigs)
1844 self.angles = '0 1 0' * self.v_angle.y;
1847 PM_check_hitground();
1852 if (IS_PLAYER(self))
1855 if (self.flags & FL_WATERJUMP)
1857 self.velocity_x = self.movedir_x;
1858 self.velocity_y = self.movedir_y;
1859 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1861 self.flags &= ~FL_WATERJUMP;
1862 self.teleport_time = 0;
1867 else if (g_bugrigs && IS_PLAYER(self))
1871 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS_STAT(self) & BUFF_FLIGHT.m_itemid))
1872 PM_fly(maxspeed_mod);
1874 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1875 PM_swim(maxspeed_mod);
1877 else if (time < self.ladder_time)
1878 PM_ladder(maxspeed_mod);
1880 else if (ITEMS_STAT(self) & IT_USING_JETPACK)
1881 PM_jetpack(maxspeed_mod);
1883 else if (IS_ONGROUND(self))
1884 PM_walk(buttons_prev, maxspeed_mod);
1887 PM_air(buttons_prev, maxspeed_mod);
1890 if (!IS_OBSERVER(self))
1896 if (IS_ONGROUND(self))
1897 self.lastground = time;
1899 // conveyors: then break velocity again
1900 if(self.conveyor.state)
1901 self.velocity += self.conveyor.movedir;
1903 self.lastflags = self.flags;
1905 self.lastclassname = self.classname;
1908 self.v_angle = oldv_angle;
1909 self.angles = oldangles;
1914 void SV_PlayerPhysics(void)
1916 void CSQC_ClientMovement_PlayerMove_Frame(void)
1923 ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
1924 (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
1925 ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);