7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_airstrafeaccel_qw;
18 float sv_aircontrol_power;
19 float sv_aircontrol_penalty;
20 float sv_warsowbunny_airforwardaccel;
21 float sv_warsowbunny_accel;
22 float sv_warsowbunny_topspeed;
23 float sv_warsowbunny_turnaccel;
24 float sv_warsowbunny_backtosideratio;
25 float sv_airspeedlimit_nonqw;
28 .entity ladder_entity;
30 .float swamp_slowdown;
34 .float spectatorspeed;
36 .float multijump_count;
37 .float multijump_delay;
38 .float multijump_ready;
44 When you press the jump key
47 void PlayerJump (void)
55 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
56 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
60 mjumpheight = cvar("sv_jumpvelocity");
61 if (self.waterlevel >= WATERLEVEL_SWIMMING)
63 if (self.watertype == CONTENT_WATER)
64 self.velocity_z = 200;
65 else if (self.watertype == CONTENT_SLIME)
73 if (cvar("g_multijump"))
75 if ((self.flags & FL_JUMPRELEASED) && !(self.flags & FL_ONGROUND))
76 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
77 else if (self.flags & FL_ONGROUND)
79 if (cvar("g_multijump") > 0)
80 self.multijump_count = 0;
82 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
83 self.multijump_ready = FALSE;
87 if(self.multijump_ready && time > self.multijump_delay && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
89 if (cvar("g_multijump") > 0)
91 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
93 self.multijump_count += 1;
95 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
98 if (!(self.flags & FL_ONGROUND))
102 if (!(self.flags & FL_JUMPRELEASED))
105 if(self.health <= g_bloodloss)
110 if(self.runes & RUNE_SPEED)
112 if(self.runes & CURSE_SLOW)
113 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
115 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
117 else if(self.runes & CURSE_SLOW)
119 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
123 if(g_minstagib && (self.items & IT_INVINCIBLE))
125 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
128 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
129 // velocity bounds. Final velocity is bound between (jumpheight *
130 // min + jumpheight) and (jumpheight * max + jumpheight);
132 if(cvar_string("sv_jumpspeedcap_min") != "")
136 minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
138 if (self.velocity_z < minjumpspeed)
139 mjumpheight += minjumpspeed - self.velocity_z;
142 if(cvar_string("sv_jumpspeedcap_max") != "")
144 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
145 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
147 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
151 maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
153 if (self.velocity_z > maxjumpspeed)
154 mjumpheight -= self.velocity_z - maxjumpspeed;
158 if(!(self.lastflags & FL_ONGROUND))
160 if(cvar("speedmeter"))
161 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
162 if(self.lastground < time - 0.3)
164 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
165 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
167 if(self.jumppadcount > 1)
168 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
169 self.jumppadcount = 0;
172 self.velocity_z = self.velocity_z + mjumpheight;
173 self.oldvelocity_z = self.velocity_z;
175 self.flags &~= FL_ONGROUND;
176 self.flags &~= FL_JUMPRELEASED;
178 if (cvar("g_multijump"))
179 self.multijump_delay = time + cvar("g_multijump_delay");
182 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
184 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
187 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
189 self.restart_jump = -1; // restart jump anim next time
190 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
193 void CheckWaterJump()
195 local vector start, end;
197 // check for a jump-out-of-water
198 makevectors (self.angles);
200 start_z = start_z + 8;
202 normalize(v_forward);
203 end = start + v_forward*24;
204 traceline (start, end, TRUE, self);
205 if (trace_fraction < 1)
207 start_z = start_z + self.maxs_z - 8;
208 end = start + v_forward*24;
209 self.movedir = trace_plane_normal * -50;
210 traceline (start, end, TRUE, self);
211 if (trace_fraction == 1)
212 { // open at eye level
213 self.flags |= FL_WATERJUMP;
214 self.velocity_z = 225;
215 self.flags &~= FL_JUMPRELEASED;
216 self.teleport_time = time + 2; // safety net
222 float racecar_angle(float forward, float down)
224 float ret, angle_mult;
232 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
234 angle_mult = forward / (800 + forward);
237 return ret * angle_mult + 360 * (1 - angle_mult);
239 return ret * angle_mult;
242 void RaceCarPhysics()
244 // using this move type for "big rigs"
245 // the engine does not push the entity!
247 float accel, steer, f;
248 vector angles_save, rigvel;
250 angles_save = self.angles;
251 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
252 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
254 if(g_bugrigs_reverse_speeding)
258 // back accel is DIGITAL
259 // to prevent speedhack
269 makevectors(self.angles); // new forward direction!
271 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
273 float myspeed, upspeed, steerfactor, accelfactor;
275 myspeed = self.velocity * v_forward;
276 upspeed = self.velocity * v_up;
278 // responsiveness factor for steering and acceleration
279 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
280 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
282 if(myspeed < 0 && g_bugrigs_reverse_spinning)
283 steerfactor = -myspeed * g_bugrigs_steer;
285 steerfactor = -myspeed * f * g_bugrigs_steer;
287 if(myspeed < 0 && g_bugrigs_reverse_speeding)
288 accelfactor = g_bugrigs_accel;
290 accelfactor = f * g_bugrigs_accel;
291 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
297 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
301 if(!g_bugrigs_reverse_speeding)
302 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
309 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
313 if(g_bugrigs_reverse_stopping)
316 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
319 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
320 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
322 self.angles_y += steer * frametime * steerfactor; // apply steering
323 makevectors(self.angles); // new forward direction!
325 myspeed += accel * accelfactor * frametime;
327 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
331 myspeed = vlen(self.velocity);
333 // responsiveness factor for steering and acceleration
334 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
335 steerfactor = -myspeed * f;
336 self.angles_y += steer * frametime * steerfactor; // apply steering
338 rigvel = self.velocity;
339 makevectors(self.angles); // new forward direction!
342 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
343 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
344 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
345 //MAXIMA: solve(total_acceleration(v) = 0, v);
347 if(g_bugrigs_planar_movement)
349 vector rigvel_xy, neworigin, up;
352 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
356 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
359 mt = MOVE_NOMONSTERS;
361 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
362 up = trace_endpos - self.origin;
364 // BUG RIGS: align the move to the surface instead of doing collision testing
366 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
369 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
371 if(trace_fraction < 0.5)
374 neworigin = self.origin;
377 neworigin = trace_endpos;
379 if(trace_fraction < 1)
381 // now set angles_x so that the car points parallel to the surface
382 self.angles = vectoangles(
383 '1 0 0' * v_forward_x * trace_plane_normal_z
385 '0 1 0' * v_forward_y * trace_plane_normal_z
387 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
389 self.flags |= FL_ONGROUND;
393 // now set angles_x so that the car points forward, but is tilted in velocity direction
394 self.flags &~= FL_ONGROUND;
397 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
398 self.movetype = MOVETYPE_NOCLIP;
402 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
403 self.velocity = rigvel;
404 self.movetype = MOVETYPE_FLY;
408 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
409 if(trace_fraction != 1)
411 self.angles = vectoangles2(
412 '1 0 0' * v_forward_x * trace_plane_normal_z
414 '0 1 0' * v_forward_y * trace_plane_normal_z
416 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
424 vel_local_x = v_forward * self.velocity;
425 vel_local_y = v_right * self.velocity;
426 vel_local_z = v_up * self.velocity;
428 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
429 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
433 vector vf1, vu1, smoothangles;
434 makevectors(self.angles);
435 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
440 makevectors(angles_save);
441 vf1 = vf1 + v_forward * (1 - f);
442 vu1 = vu1 + v_up * (1 - f);
443 smoothangles = vectoangles2(vf1, vu1);
444 self.angles_x = -smoothangles_x;
445 self.angles_z = smoothangles_z;
448 float IsMoveInDirection(vector mv, float angle) // key mix factor
450 if(mv_x == 0 && mv_y == 0)
451 return 0; // avoid division by zero
452 angle -= RAD2DEG * atan2(mv_y, mv_x);
453 angle = remainder(angle, 360) / 45;
458 return 1 - fabs(angle);
461 float GeomLerp(float a, float lerp, float b)
477 return a * pow(fabs(b / a), lerp);
480 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
482 float zspeed, xyspeed, dot, k;
485 // this doesn't play well with analog input
486 if(self.movement_x == 0 || self.movement_y != 0)
487 return; // can't control movement if not moving forward or backward
490 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
495 k *= bound(0, wishspeed / sv_maxairspeed, 1);
497 zspeed = self.velocity_z;
499 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
501 dot = self.velocity * wishdir;
503 if(dot > 0) // we can't change direction while slowing down
505 k *= pow(dot, sv_aircontrol_power)*frametime;
506 xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
508 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
511 self.velocity = self.velocity * xyspeed;
512 self.velocity_z = zspeed;
515 float AdjustAirAccelQW(float accelqw, float factor)
517 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
520 // example config for alternate speed clamping:
521 // sv_airaccel_qw 0.8
522 // sv_airaccel_sideways_friction 0
523 // prvm_globalset server speedclamp_mode 1
525 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
533 float vel_xy_current;
534 float vel_xy_backward, vel_xy_forward;
537 speedclamp = (accelqw < 0);
541 if(cvar("sv_gameplayfix_q2airaccelerate"))
542 wishspeed0 = wishspeed;
544 vel_straight = self.velocity * wishdir;
545 vel_z = self.velocity_z;
546 vel_xy = self.velocity - vel_z * '0 0 1';
547 vel_perpend = vel_xy - vel_straight * wishdir;
549 step = accel * frametime * wishspeed0;
551 vel_xy_current = vlen(vel_xy);
553 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
554 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
555 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
556 if(vel_xy_backward < 0)
557 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
559 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
561 if(sidefric < 0 && (vel_perpend*vel_perpend))
562 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
565 f = max(0, 1 + frametime * wishspeed * sidefric);
566 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
567 // this cannot be > 1
569 vel_perpend = vel_perpend * max(0, f);
572 fminimum = sqrt(fminimum);
573 vel_perpend = vel_perpend * max(fminimum, f);
577 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
579 vel_xy = vel_straight * wishdir + vel_perpend;
583 // ensure we don't get too fast or decelerate faster than we should
584 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
585 if(vel_xy_current > 0) // prevent division by zero
586 vel_xy = normalize(vel_xy) * vel_xy_current;
589 self.velocity = vel_xy + vel_z * '0 0 1';
592 void PM_AirAccelerate(vector wishdir, float wishspeed)
594 vector curvel, wishvel, acceldir, curdir;
595 float addspeed, accelspeed, curspeed, f;
601 curvel = self.velocity;
603 curspeed = vlen(curvel);
605 if(wishspeed > curspeed * 1.01)
607 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
611 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
612 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
614 wishvel = wishdir * wishspeed;
615 acceldir = wishvel - curvel;
616 addspeed = vlen(acceldir);
617 acceldir = normalize(acceldir);
619 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
621 if(sv_warsowbunny_backtosideratio < 1)
623 curdir = normalize(curvel);
624 dot = acceldir * curdir;
626 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
629 self.velocity += accelspeed * acceldir;
632 .vector movement_old;
635 .string lastclassname;
637 .float() PlayerPhysplug;
639 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
640 .float specialcommand_pos;
641 void SpecialCommand()
646 if(!CheatImpulse(99))
647 print("A hollow voice says \"Plugh\".\n");
651 float speedaward_speed;
652 string speedaward_holder;
653 void race_send_speedaward(float msg)
655 // send the best speed of the round
656 WriteByte(msg, SVC_TEMPENTITY);
657 WriteByte(msg, TE_CSQC_RACE);
658 WriteByte(msg, RACE_NET_SPEED_AWARD);
659 WriteInt24_t(msg, floor(speedaward_speed+0.5));
660 WriteString(msg, speedaward_holder);
663 float speedaward_alltimebest;
664 string speedaward_alltimebest_holder;
665 void race_send_speedaward_alltimebest(float msg)
667 // send the best speed
668 WriteByte(msg, SVC_TEMPENTITY);
669 WriteByte(msg, TE_CSQC_RACE);
670 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
671 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
672 WriteString(msg, speedaward_alltimebest_holder);
675 string GetMapname(void);
676 float speedaward_lastupdate;
677 float speedaward_lastsent;
678 void SV_PlayerPhysics()
680 local vector wishvel, wishdir, v;
681 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
684 float not_allowed_to_move;
687 // fix physics stats for g_movement_highspeed
688 self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
689 if(sv_airstrafeaccel_qw)
690 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
692 self.stat_sv_airstrafeaccel_qw = 0;
693 self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed;
695 if(self.PlayerPhysplug)
696 if(self.PlayerPhysplug())
699 self.race_movetime_frac += frametime;
700 f = floor(self.race_movetime_frac);
701 self.race_movetime_frac -= f;
702 self.race_movetime_count += f;
703 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
707 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
711 else if(buttons == 1)
713 else if(buttons == 2)
715 else if(buttons == 128)
717 else if(buttons == 256)
719 else if(buttons == 512)
721 else if(buttons == 1024)
726 if(c == substring(specialcommand, self.specialcommand_pos, 1))
728 self.specialcommand_pos += 1;
729 if(self.specialcommand_pos >= strlen(specialcommand))
731 self.specialcommand_pos = 0;
736 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
737 self.specialcommand_pos = 0;
739 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
741 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
742 self.parm_idlesince = time;
744 buttons_prev = self.buttons_old;
745 self.buttons_old = buttons;
746 self.movement_old = self.movement;
747 self.v_angle_old = self.v_angle;
749 if(time < self.nickspamtime)
750 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
752 // slight annoyance for nick change scripts
753 self.movement = -1 * self.movement;
754 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
756 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!
758 self.angles_x = random() * 360;
759 self.angles_y = random() * 360;
760 // at least I'm not forcing retardedview by also assigning to angles_z
765 if (self.punchangle != '0 0 0')
767 f = vlen(self.punchangle) - 10 * frametime;
769 self.punchangle = normalize(self.punchangle) * f;
771 self.punchangle = '0 0 0';
774 if (self.punchvector != '0 0 0')
776 f = vlen(self.punchvector) - 30 * frametime;
778 self.punchvector = normalize(self.punchvector) * f;
780 self.punchvector = '0 0 0';
783 if (clienttype(self) == CLIENTTYPE_BOT)
785 if(playerdemo_read())
790 MUTATOR_CALLHOOK(PlayerPhysics);
792 self.items &~= IT_USING_JETPACK;
794 if(self.classname == "player")
796 if(self.race_penalty)
797 if(time > self.race_penalty)
798 self.race_penalty = 0;
800 not_allowed_to_move = 0;
801 if(self.race_penalty)
802 not_allowed_to_move = 1;
803 if(!cvar("sv_ready_restart_after_countdown"))
804 if(time < game_starttime)
805 not_allowed_to_move = 1;
807 if(not_allowed_to_move)
809 self.velocity = '0 0 0';
810 self.movetype = MOVETYPE_NONE;
811 self.disableclientprediction = 2;
813 else if(self.disableclientprediction == 2)
815 if(self.movetype == MOVETYPE_NONE)
816 self.movetype = MOVETYPE_WALK;
817 self.disableclientprediction = 0;
821 if (self.movetype == MOVETYPE_NONE)
828 if(self.runes & RUNE_SPEED)
830 if(self.runes & CURSE_SLOW)
831 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
833 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
835 else if(self.runes & CURSE_SLOW)
837 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
841 if(g_minstagib && (self.items & IT_INVINCIBLE))
843 maxspd_mod = cvar("g_minstagib_speed_moverate");
846 if(g_nexball && self.ballcarried)
848 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
853 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
856 if(self.classname != "player")
858 maxspd_mod = cvar("sv_spectator_speed_multiplier");
859 if(!self.spectatorspeed)
860 self.spectatorspeed = maxspd_mod;
861 if(self.impulse && self.impulse <= 19)
863 if(self.lastclassname != "player")
865 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
866 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
867 else if(self.impulse == 11)
868 self.spectatorspeed = maxspd_mod;
869 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
870 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
871 else if(self.impulse >= 1 && self.impulse <= 9)
872 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
873 } // otherwise just clear
876 maxspd_mod = self.spectatorspeed;
879 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
880 if(self.speed != spd)
884 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
885 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
886 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
887 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
890 maxspd_mod *= swampspd_mod; // only one common speed modder please!
893 // if dead, behave differently
897 if (!self.fixangle && !g_bugrigs)
900 self.angles_y = self.v_angle_y;
904 if(self.flags & FL_ONGROUND)
909 if(self.waterlevel < WATERLEVEL_SWIMMING)
910 if(time >= self.ladder_time)
913 self.nextstep = time + 0.3 + random() * 0.1;
914 trace_dphitq3surfaceflags = 0;
915 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
916 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
918 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
919 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
921 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
929 if(self.classname == "player")
931 if (self.BUTTON_JUMP)
934 self.flags |= FL_JUMPRELEASED;
936 if (self.waterlevel == WATERLEVEL_SWIMMING)
940 if (self.flags & FL_WATERJUMP )
942 self.velocity_x = self.movedir_x;
943 self.velocity_y = self.movedir_y;
944 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
946 self.flags &~= FL_WATERJUMP;
947 self.teleport_time = 0;
950 else if (g_bugrigs && self.classname == "player")
954 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
956 // noclipping or flying
957 self.flags &~= FL_ONGROUND;
959 self.velocity = self.velocity * (1 - frametime * sv_friction);
960 makevectors(self.v_angle);
961 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
962 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
964 wishdir = normalize(wishvel);
965 wishspeed = vlen(wishvel);
966 if (wishspeed > sv_maxspeed*maxspd_mod)
967 wishspeed = sv_maxspeed*maxspd_mod;
968 if (time >= self.teleport_time)
969 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
971 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
974 self.flags &~= FL_ONGROUND;
976 makevectors(self.v_angle);
977 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
978 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
979 if (wishvel == '0 0 0')
980 wishvel = '0 0 -60'; // drift towards bottom
982 wishdir = normalize(wishvel);
983 wishspeed = vlen(wishvel);
984 if (wishspeed > sv_maxspeed*maxspd_mod)
985 wishspeed = sv_maxspeed*maxspd_mod;
986 wishspeed = wishspeed * 0.7;
989 self.velocity = self.velocity * (1 - frametime * sv_friction);
991 // water acceleration
992 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
994 else if (time < self.ladder_time)
996 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
997 self.flags &~= FL_ONGROUND;
999 self.velocity = self.velocity * (1 - frametime * sv_friction);
1000 makevectors(self.v_angle);
1001 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1002 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1004 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
1006 self.velocity_z = self.velocity_z + sv_gravity * frametime;
1007 if (self.ladder_entity.classname == "func_water")
1010 if (f > self.ladder_entity.speed)
1011 wishvel = wishvel * (self.ladder_entity.speed / f);
1013 self.watertype = self.ladder_entity.skin;
1014 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1015 if ((self.origin_z + self.view_ofs_z) < f)
1016 self.waterlevel = WATERLEVEL_SUBMERGED;
1017 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1018 self.waterlevel = WATERLEVEL_SWIMMING;
1019 else if ((self.origin_z + self.mins_z + 1) < f)
1020 self.waterlevel = WATERLEVEL_WETFEET;
1023 self.waterlevel = WATERLEVEL_NONE;
1024 self.watertype = CONTENT_EMPTY;
1028 wishdir = normalize(wishvel);
1029 wishspeed = vlen(wishvel);
1030 if (wishspeed > sv_maxspeed*maxspd_mod)
1031 wishspeed = sv_maxspeed*maxspd_mod;
1032 if (time >= self.teleport_time)
1034 // water acceleration
1035 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1038 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1040 //makevectors(self.v_angle_y * '0 1 0');
1041 makevectors(self.v_angle);
1042 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1043 // add remaining speed as Z component
1044 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
1045 // fix speedhacks :P
1046 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1047 // add the unused velocity as up component
1050 // if(self.BUTTON_JUMP)
1051 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1053 // it is now normalized, so...
1054 float a_side, a_up, a_add, a_diff;
1055 a_side = cvar("g_jetpack_acceleration_side");
1056 a_up = cvar("g_jetpack_acceleration_up");
1057 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1059 wishvel_x *= a_side;
1060 wishvel_y *= a_side;
1066 //////////////////////////////////////////////////////////////////////////////////////
1067 // finding the maximum over all vectors of above form
1068 // with wishvel having an absolute value of 1
1069 //////////////////////////////////////////////////////////////////////////////////////
1070 // we're finding the maximum over
1071 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1072 // for z in the range from -1 to 1
1073 //////////////////////////////////////////////////////////////////////////////////////
1074 // maximum is EITHER attained at the single extreme point:
1075 a_diff = a_side * a_side - a_up * a_up;
1078 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1079 if(f > -1 && f < 1) // can it be attained?
1081 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1082 //print("middle\n");
1085 // OR attained at z = 1:
1086 f = (a_up + a_add) * (a_up + a_add);
1092 // OR attained at z = -1:
1093 f = (a_up - a_add) * (a_up - a_add);
1097 //print("bottom\n");
1100 //////////////////////////////////////////////////////////////////////////////////////
1102 //print("best possible acceleration: ", ftos(best), "\n");
1105 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1106 if(wishvel_z - sv_gravity > 0)
1107 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1109 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1112 fvel = vlen(wishvel);
1115 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1117 fvel = min(1, vlen(wishvel) / best);
1118 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1119 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1123 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1125 if (f > 0 && wishvel != '0 0 0')
1127 self.velocity = self.velocity + wishvel * f * frametime;
1128 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1129 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1130 self.flags &~= FL_ONGROUND;
1131 self.items |= IT_USING_JETPACK;
1133 // jetpack also inhibits health regeneration, but only for 1 second
1134 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1137 else if (self.flags & FL_ONGROUND)
1139 // we get here if we ran out of ammo
1140 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1141 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1144 makevectors(self.v_angle_y * '0 1 0');
1145 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1147 if(!(self.lastflags & FL_ONGROUND))
1149 if(cvar("speedmeter"))
1150 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1151 if(self.lastground < time - 0.3)
1152 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1153 if(self.jumppadcount > 1)
1154 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1155 self.jumppadcount = 0;
1158 #ifdef LETS_TEST_FTEQCC
1159 if(self.velocity_x || self.velocity_y)
1177 if (f < sv_stopspeed)
1178 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1180 f = 1 - frametime * sv_friction;
1182 self.velocity = self.velocity * f;
1184 self.velocity = '0 0 0';
1188 wishdir = normalize(wishvel);
1189 wishspeed = vlen(wishvel);
1190 if (wishspeed > sv_maxspeed*maxspd_mod)
1191 wishspeed = sv_maxspeed*maxspd_mod;
1193 wishspeed = wishspeed * 0.5;
1194 if (time >= self.teleport_time)
1195 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1200 // we get here if we ran out of ammo
1201 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1202 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1206 maxairspd = sv_maxairspeed*maxspd_mod;
1207 airaccel = sv_airaccelerate*maxspd_mod;
1211 maxairspd = sv_maxairspeed;
1212 airaccel = sv_airaccelerate;
1215 makevectors(self.v_angle_y * '0 1 0');
1216 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1218 wishdir = normalize(wishvel);
1219 wishspeed = wishspeed0 = vlen(wishvel);
1220 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1221 wishspeed0 = sv_maxspeed*maxspd_mod;
1222 if (wishspeed > maxairspd)
1223 wishspeed = maxairspd;
1225 wishspeed = wishspeed * 0.5;
1226 if (time >= self.teleport_time)
1233 airaccelqw = self.stat_sv_airaccel_qw;
1234 accelerating = (self.velocity * wishdir > 0);
1235 wishspeed2 = wishspeed;
1238 if(sv_airstopaccelerate)
1241 curdir = self.velocity;
1243 curdir = normalize(curdir);
1244 airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1246 // note that for straight forward jumping:
1247 // step = accel * frametime * wishspeed0;
1248 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1250 // dv/dt = accel * maxspeed (when slow)
1251 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1252 // log dv/dt = logaccel + logmaxspeed (when slow)
1253 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1254 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1255 if(sv_maxairstrafespeed)
1256 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1257 if(sv_airstrafeaccelerate)
1258 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1259 if(self.stat_sv_airstrafeaccel_qw)
1260 airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
1263 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1264 PM_AirAccelerate(wishdir, wishspeed);
1266 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1269 CPM_PM_Aircontrol(wishdir, wishspeed2);
1273 if((g_cts || g_race) && self.classname != "observer") {
1274 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1275 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1276 speedaward_holder = self.netname;
1277 speedaward_lastupdate = time;
1279 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1285 race_send_speedaward(MSG_ALL);
1286 speedaward_lastsent = speedaward_speed;
1287 if (speedaward_speed > speedaward_alltimebest) {
1288 speedaward_alltimebest = speedaward_speed;
1289 speedaward_alltimebest_holder = speedaward_holder;
1290 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1291 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1292 race_send_speedaward_alltimebest(MSG_ALL);
1297 if(self.flags & FL_ONGROUND)
1298 self.lastground = time;
1300 self.lastflags = self.flags;
1301 self.lastclassname = self.classname;