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_ready;
38 .float prevjumpbutton;
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.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
76 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
78 self.multijump_ready = FALSE;
81 if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
83 // doublejump = FALSE; // checked above in the if
84 if (cvar("g_multijump") > 0)
86 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
88 if (self.velocity_z < mjumpheight)
99 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
102 vector wishvel, wishdir;
105 vlen(vec2(self.velocity)), // current xy speed
106 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
108 makevectors(self.v_angle_y * '0 1 0');
109 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
110 wishdir = normalize(wishvel);
112 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
113 self.velocity_y = wishdir_y * curspeed;
114 // keep velocity_z unchanged!
116 self.multijump_count += 1;
119 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
123 if (!(self.flags & FL_ONGROUND))
127 if (!(self.flags & FL_JUMPRELEASED))
130 if(self.health <= g_bloodloss)
135 if(self.runes & RUNE_SPEED)
137 if(self.runes & CURSE_SLOW)
138 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
140 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
142 else if(self.runes & CURSE_SLOW)
144 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
148 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
149 // velocity bounds. Final velocity is bound between (jumpheight *
150 // min + jumpheight) and (jumpheight * max + jumpheight);
152 if(cvar_string("sv_jumpspeedcap_min") != "")
156 minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
158 if (self.velocity_z < minjumpspeed)
159 mjumpheight += minjumpspeed - self.velocity_z;
162 if(cvar_string("sv_jumpspeedcap_max") != "")
164 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
165 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
167 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
171 maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
173 if (self.velocity_z > maxjumpspeed)
174 mjumpheight -= self.velocity_z - maxjumpspeed;
178 if(!(self.lastflags & FL_ONGROUND))
180 if(cvar("speedmeter"))
181 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
182 if(self.lastground < time - 0.3)
184 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
185 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
187 if(self.jumppadcount > 1)
188 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
189 self.jumppadcount = 0;
192 self.velocity_z = self.velocity_z + mjumpheight;
193 self.oldvelocity_z = self.velocity_z;
195 self.flags &~= FL_ONGROUND;
196 self.flags &~= FL_JUMPRELEASED;
199 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
201 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
204 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
206 self.restart_jump = -1; // restart jump anim next time
207 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
210 void CheckWaterJump()
212 local vector start, end;
214 // check for a jump-out-of-water
215 makevectors (self.angles);
217 start_z = start_z + 8;
219 normalize(v_forward);
220 end = start + v_forward*24;
221 traceline (start, end, TRUE, self);
222 if (trace_fraction < 1)
224 start_z = start_z + self.maxs_z - 8;
225 end = start + v_forward*24;
226 self.movedir = trace_plane_normal * -50;
227 traceline (start, end, TRUE, self);
228 if (trace_fraction == 1)
229 { // open at eye level
230 self.flags |= FL_WATERJUMP;
231 self.velocity_z = 225;
232 self.flags &~= FL_JUMPRELEASED;
233 self.teleport_time = time + 2; // safety net
239 float racecar_angle(float forward, float down)
241 float ret, angle_mult;
249 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
251 angle_mult = forward / (800 + forward);
254 return ret * angle_mult + 360 * (1 - angle_mult);
256 return ret * angle_mult;
259 void RaceCarPhysics()
261 // using this move type for "big rigs"
262 // the engine does not push the entity!
264 float accel, steer, f, myspeed, steerfactor;
265 vector angles_save, rigvel;
267 angles_save = self.angles;
268 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
269 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
271 if(g_bugrigs_reverse_speeding)
275 // back accel is DIGITAL
276 // to prevent speedhack
286 makevectors(self.angles); // new forward direction!
288 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
290 float upspeed, accelfactor;
292 myspeed = self.velocity * v_forward;
293 upspeed = self.velocity * v_up;
295 // responsiveness factor for steering and acceleration
296 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
297 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
299 if(myspeed < 0 && g_bugrigs_reverse_spinning)
300 steerfactor = -myspeed * g_bugrigs_steer;
302 steerfactor = -myspeed * f * g_bugrigs_steer;
304 if(myspeed < 0 && g_bugrigs_reverse_speeding)
305 accelfactor = g_bugrigs_accel;
307 accelfactor = f * g_bugrigs_accel;
308 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
314 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
318 if(!g_bugrigs_reverse_speeding)
319 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
326 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
330 if(g_bugrigs_reverse_stopping)
333 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
336 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
337 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
339 self.angles_y += steer * frametime * steerfactor; // apply steering
340 makevectors(self.angles); // new forward direction!
342 myspeed += accel * accelfactor * frametime;
344 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
348 myspeed = vlen(self.velocity);
350 // responsiveness factor for steering and acceleration
351 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
352 steerfactor = -myspeed * f;
353 self.angles_y += steer * frametime * steerfactor; // apply steering
355 rigvel = self.velocity;
356 makevectors(self.angles); // new forward direction!
359 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
360 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
361 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
362 //MAXIMA: solve(total_acceleration(v) = 0, v);
364 if(g_bugrigs_planar_movement)
366 vector rigvel_xy, neworigin, up;
369 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
370 rigvel_xy = vec2(rigvel);
372 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
375 mt = MOVE_NOMONSTERS;
377 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
378 up = trace_endpos - self.origin;
380 // BUG RIGS: align the move to the surface instead of doing collision testing
382 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
385 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
387 if(trace_fraction < 0.5)
390 neworigin = self.origin;
393 neworigin = trace_endpos;
395 if(trace_fraction < 1)
397 // now set angles_x so that the car points parallel to the surface
398 self.angles = vectoangles(
399 '1 0 0' * v_forward_x * trace_plane_normal_z
401 '0 1 0' * v_forward_y * trace_plane_normal_z
403 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
405 self.flags |= FL_ONGROUND;
409 // now set angles_x so that the car points forward, but is tilted in velocity direction
410 self.flags &~= FL_ONGROUND;
413 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
414 self.movetype = MOVETYPE_NOCLIP;
418 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
419 self.velocity = rigvel;
420 self.movetype = MOVETYPE_FLY;
424 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
425 if(trace_fraction != 1)
427 self.angles = vectoangles2(
428 '1 0 0' * v_forward_x * trace_plane_normal_z
430 '0 1 0' * v_forward_y * trace_plane_normal_z
432 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
440 vel_local_x = v_forward * self.velocity;
441 vel_local_y = v_right * self.velocity;
442 vel_local_z = v_up * self.velocity;
444 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
445 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
449 vector vf1, vu1, smoothangles;
450 makevectors(self.angles);
451 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
456 makevectors(angles_save);
457 vf1 = vf1 + v_forward * (1 - f);
458 vu1 = vu1 + v_up * (1 - f);
459 smoothangles = vectoangles2(vf1, vu1);
460 self.angles_x = -smoothangles_x;
461 self.angles_z = smoothangles_z;
464 float IsMoveInDirection(vector mv, float angle) // key mix factor
466 if(mv_x == 0 && mv_y == 0)
467 return 0; // avoid division by zero
468 angle -= RAD2DEG * atan2(mv_y, mv_x);
469 angle = remainder(angle, 360) / 45;
474 return 1 - fabs(angle);
477 float GeomLerp(float a, float lerp, float b)
493 return a * pow(fabs(b / a), lerp);
496 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
498 float zspeed, xyspeed, dot, k;
501 // this doesn't play well with analog input
502 if(self.movement_x == 0 || self.movement_y != 0)
503 return; // can't control movement if not moving forward or backward
506 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
511 k *= bound(0, wishspeed / sv_maxairspeed, 1);
513 zspeed = self.velocity_z;
515 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
517 dot = self.velocity * wishdir;
519 if(dot > 0) // we can't change direction while slowing down
521 k *= pow(dot, sv_aircontrol_power)*frametime;
522 xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
524 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
527 self.velocity = self.velocity * xyspeed;
528 self.velocity_z = zspeed;
531 float AdjustAirAccelQW(float accelqw, float factor)
533 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
536 // example config for alternate speed clamping:
537 // sv_airaccel_qw 0.8
538 // sv_airaccel_sideways_friction 0
539 // prvm_globalset server speedclamp_mode 1
541 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
549 float vel_xy_current;
550 float vel_xy_backward, vel_xy_forward;
553 speedclamp = (accelqw < 0);
557 if(cvar("sv_gameplayfix_q2airaccelerate"))
558 wishspeed0 = wishspeed;
560 vel_straight = self.velocity * wishdir;
561 vel_z = self.velocity_z;
562 vel_xy = vec2(self.velocity);
563 vel_perpend = vel_xy - vel_straight * wishdir;
565 step = accel * frametime * wishspeed0;
567 vel_xy_current = vlen(vel_xy);
569 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
570 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
571 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
572 if(vel_xy_backward < 0)
573 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
575 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
577 if(sidefric < 0 && (vel_perpend*vel_perpend))
578 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
581 f = max(0, 1 + frametime * wishspeed * sidefric);
582 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
583 // this cannot be > 1
585 vel_perpend = vel_perpend * max(0, f);
588 fminimum = sqrt(fminimum);
589 vel_perpend = vel_perpend * max(fminimum, f);
593 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
595 vel_xy = vel_straight * wishdir + vel_perpend;
599 // ensure we don't get too fast or decelerate faster than we should
600 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
601 if(vel_xy_current > 0) // prevent division by zero
602 vel_xy = normalize(vel_xy) * vel_xy_current;
605 self.velocity = vel_xy + vel_z * '0 0 1';
608 void PM_AirAccelerate(vector wishdir, float wishspeed)
610 vector curvel, wishvel, acceldir, curdir;
611 float addspeed, accelspeed, curspeed, f;
617 curvel = self.velocity;
619 curspeed = vlen(curvel);
621 if(wishspeed > curspeed * 1.01)
623 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
627 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
628 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
630 wishvel = wishdir * wishspeed;
631 acceldir = wishvel - curvel;
632 addspeed = vlen(acceldir);
633 acceldir = normalize(acceldir);
635 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
637 if(sv_warsowbunny_backtosideratio < 1)
639 curdir = normalize(curvel);
640 dot = acceldir * curdir;
642 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
645 self.velocity += accelspeed * acceldir;
648 .vector movement_old;
651 .string lastclassname;
653 .float() PlayerPhysplug;
655 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
656 .float specialcommand_pos;
657 void SpecialCommand()
662 if(!CheatImpulse(99))
663 print("A hollow voice says \"Plugh\".\n");
667 float speedaward_speed;
668 string speedaward_holder;
669 string speedaward_uid;
670 void race_send_speedaward(float msg)
672 // send the best speed of the round
673 WriteByte(msg, SVC_TEMPENTITY);
674 WriteByte(msg, TE_CSQC_RACE);
675 WriteByte(msg, RACE_NET_SPEED_AWARD);
676 WriteInt24_t(msg, floor(speedaward_speed+0.5));
677 WriteString(msg, speedaward_holder);
680 float speedaward_alltimebest;
681 string speedaward_alltimebest_holder;
682 string speedaward_alltimebest_uid;
683 void race_send_speedaward_alltimebest(float msg)
685 // send the best speed
686 WriteByte(msg, SVC_TEMPENTITY);
687 WriteByte(msg, TE_CSQC_RACE);
688 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
689 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
690 WriteString(msg, speedaward_alltimebest_holder);
693 string GetMapname(void);
694 float speedaward_lastupdate;
695 float speedaward_lastsent;
696 void SV_PlayerPhysics()
698 local vector wishvel, wishdir, v;
699 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
702 float not_allowed_to_move;
706 if(g_minstagib && (self.items & IT_INVINCIBLE))
707 maxspd_mod *= cvar("g_minstagib_speed_highspeed");
708 if(g_nexball && self.ballcarried)
709 maxspd_mod *= cvar("g_nexball_basketball_carrier_highspeed");
711 // fix physics stats for g_movement_highspeed
712 self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed * maxspd_mod);
714 if(sv_airstrafeaccel_qw)
715 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed * maxspd_mod);
717 self.stat_sv_airstrafeaccel_qw = 0;
719 self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed * maxspd_mod;
721 if(self.PlayerPhysplug)
722 if(self.PlayerPhysplug())
725 self.race_movetime_frac += frametime;
726 f = floor(self.race_movetime_frac);
727 self.race_movetime_frac -= f;
728 self.race_movetime_count += f;
729 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
733 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);
737 else if(buttons == 1)
739 else if(buttons == 2)
741 else if(buttons == 128)
743 else if(buttons == 256)
745 else if(buttons == 512)
747 else if(buttons == 1024)
752 if(c == substring(specialcommand, self.specialcommand_pos, 1))
754 self.specialcommand_pos += 1;
755 if(self.specialcommand_pos >= strlen(specialcommand))
757 self.specialcommand_pos = 0;
762 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
763 self.specialcommand_pos = 0;
765 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
767 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
768 self.parm_idlesince = time;
770 buttons_prev = self.buttons_old;
771 self.buttons_old = buttons;
772 self.movement_old = self.movement;
773 self.v_angle_old = self.v_angle;
775 if(time < self.nickspamtime)
776 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
778 // slight annoyance for nick change scripts
779 self.movement = -1 * self.movement;
780 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
782 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!
784 self.angles_x = random() * 360;
785 self.angles_y = random() * 360;
786 // at least I'm not forcing retardedview by also assigning to angles_z
791 if (self.punchangle != '0 0 0')
793 f = vlen(self.punchangle) - 10 * frametime;
795 self.punchangle = normalize(self.punchangle) * f;
797 self.punchangle = '0 0 0';
800 if (self.punchvector != '0 0 0')
802 f = vlen(self.punchvector) - 30 * frametime;
804 self.punchvector = normalize(self.punchvector) * f;
806 self.punchvector = '0 0 0';
809 if (clienttype(self) == CLIENTTYPE_BOT)
811 if(playerdemo_read())
816 MUTATOR_CALLHOOK(PlayerPhysics);
818 self.items &~= IT_USING_JETPACK;
820 if(self.classname == "player")
822 if(self.race_penalty)
823 if(time > self.race_penalty)
824 self.race_penalty = 0;
826 not_allowed_to_move = 0;
827 if(self.race_penalty)
828 not_allowed_to_move = 1;
829 if(!cvar("sv_ready_restart_after_countdown"))
830 if(time < game_starttime)
831 not_allowed_to_move = 1;
833 if(not_allowed_to_move)
835 self.velocity = '0 0 0';
836 self.movetype = MOVETYPE_NONE;
837 self.disableclientprediction = 2;
839 else if(self.disableclientprediction == 2)
841 if(self.movetype == MOVETYPE_NONE)
842 self.movetype = MOVETYPE_WALK;
843 self.disableclientprediction = 0;
847 if (self.movetype == MOVETYPE_NONE)
854 if(self.runes & RUNE_SPEED)
856 if(self.runes & CURSE_SLOW)
857 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
859 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
861 else if(self.runes & CURSE_SLOW)
863 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
869 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
872 if(self.classname != "player")
874 maxspd_mod = cvar("sv_spectator_speed_multiplier");
875 if(!self.spectatorspeed)
876 self.spectatorspeed = maxspd_mod;
877 if(self.impulse && self.impulse <= 19)
879 if(self.lastclassname != "player")
881 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
882 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
883 else if(self.impulse == 11)
884 self.spectatorspeed = maxspd_mod;
885 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
886 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
887 else if(self.impulse >= 1 && self.impulse <= 9)
888 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
889 } // otherwise just clear
892 maxspd_mod = self.spectatorspeed;
895 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
896 if(self.speed != spd)
900 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
901 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
902 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
903 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
906 maxspd_mod *= swampspd_mod; // only one common speed modder please!
909 // if dead, behave differently
913 if (!self.fixangle && !g_bugrigs)
916 self.angles_y = self.v_angle_y;
920 if(self.flags & FL_ONGROUND)
925 if(self.waterlevel < WATERLEVEL_SWIMMING)
926 if(time >= self.ladder_time)
929 self.nextstep = time + 0.3 + random() * 0.1;
930 trace_dphitq3surfaceflags = 0;
931 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
932 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
934 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
935 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
937 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
945 if(self.classname == "player")
947 if(self.flags & FL_ONGROUND)
949 if (cvar("g_multijump") > 0)
950 self.multijump_count = 0;
952 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
955 if (self.BUTTON_JUMP)
958 self.flags |= FL_JUMPRELEASED;
960 if (self.waterlevel == WATERLEVEL_SWIMMING)
962 self.prevjumpbutton = self.BUTTON_JUMP;
965 if (self.flags & FL_WATERJUMP )
967 self.velocity_x = self.movedir_x;
968 self.velocity_y = self.movedir_y;
969 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
971 self.flags &~= FL_WATERJUMP;
972 self.teleport_time = 0;
975 else if (g_bugrigs && self.classname == "player")
979 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
981 // noclipping or flying
982 self.flags &~= FL_ONGROUND;
984 self.velocity = self.velocity * (1 - frametime * sv_friction);
985 makevectors(self.v_angle);
986 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
987 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
989 wishdir = normalize(wishvel);
990 wishspeed = vlen(wishvel);
991 if (wishspeed > sv_maxspeed*maxspd_mod)
992 wishspeed = sv_maxspeed*maxspd_mod;
993 if (time >= self.teleport_time)
994 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
996 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
999 self.flags &~= FL_ONGROUND;
1001 makevectors(self.v_angle);
1002 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1003 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1004 if (wishvel == '0 0 0')
1005 wishvel = '0 0 -60'; // drift towards bottom
1007 wishdir = normalize(wishvel);
1008 wishspeed = vlen(wishvel);
1009 if (wishspeed > sv_maxspeed*maxspd_mod)
1010 wishspeed = sv_maxspeed*maxspd_mod;
1011 wishspeed = wishspeed * 0.7;
1014 self.velocity = self.velocity * (1 - frametime * sv_friction);
1016 // water acceleration
1017 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1019 else if (time < self.ladder_time)
1021 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1022 self.flags &~= FL_ONGROUND;
1024 self.velocity = self.velocity * (1 - frametime * sv_friction);
1025 makevectors(self.v_angle);
1026 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1027 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1029 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
1031 self.velocity_z = self.velocity_z + sv_gravity * frametime;
1032 if (self.ladder_entity.classname == "func_water")
1035 if (f > self.ladder_entity.speed)
1036 wishvel = wishvel * (self.ladder_entity.speed / f);
1038 self.watertype = self.ladder_entity.skin;
1039 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1040 if ((self.origin_z + self.view_ofs_z) < f)
1041 self.waterlevel = WATERLEVEL_SUBMERGED;
1042 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1043 self.waterlevel = WATERLEVEL_SWIMMING;
1044 else if ((self.origin_z + self.mins_z + 1) < f)
1045 self.waterlevel = WATERLEVEL_WETFEET;
1048 self.waterlevel = WATERLEVEL_NONE;
1049 self.watertype = CONTENT_EMPTY;
1053 wishdir = normalize(wishvel);
1054 wishspeed = vlen(wishvel);
1055 if (wishspeed > sv_maxspeed*maxspd_mod)
1056 wishspeed = sv_maxspeed*maxspd_mod;
1057 if (time >= self.teleport_time)
1059 // water acceleration
1060 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1063 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1065 //makevectors(self.v_angle_y * '0 1 0');
1066 makevectors(self.v_angle);
1067 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1068 // add remaining speed as Z component
1069 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
1070 // fix speedhacks :P
1071 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1072 // add the unused velocity as up component
1075 // if(self.BUTTON_JUMP)
1076 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1078 // it is now normalized, so...
1079 float a_side, a_up, a_add, a_diff;
1080 a_side = cvar("g_jetpack_acceleration_side");
1081 a_up = cvar("g_jetpack_acceleration_up");
1082 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1084 wishvel_x *= a_side;
1085 wishvel_y *= a_side;
1091 //////////////////////////////////////////////////////////////////////////////////////
1092 // finding the maximum over all vectors of above form
1093 // with wishvel having an absolute value of 1
1094 //////////////////////////////////////////////////////////////////////////////////////
1095 // we're finding the maximum over
1096 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1097 // for z in the range from -1 to 1
1098 //////////////////////////////////////////////////////////////////////////////////////
1099 // maximum is EITHER attained at the single extreme point:
1100 a_diff = a_side * a_side - a_up * a_up;
1103 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1104 if(f > -1 && f < 1) // can it be attained?
1106 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1107 //print("middle\n");
1110 // OR attained at z = 1:
1111 f = (a_up + a_add) * (a_up + a_add);
1117 // OR attained at z = -1:
1118 f = (a_up - a_add) * (a_up - a_add);
1122 //print("bottom\n");
1125 //////////////////////////////////////////////////////////////////////////////////////
1127 //print("best possible acceleration: ", ftos(best), "\n");
1130 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1131 if(wishvel_z - sv_gravity > 0)
1132 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1134 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1137 fvel = vlen(wishvel);
1140 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1142 fvel = min(1, vlen(wishvel) / best);
1143 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1144 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1148 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1150 if (f > 0 && wishvel != '0 0 0')
1152 self.velocity = self.velocity + wishvel * f * frametime;
1153 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1154 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1155 self.flags &~= FL_ONGROUND;
1156 self.items |= IT_USING_JETPACK;
1158 // jetpack also inhibits health regeneration, but only for 1 second
1159 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1162 else if (self.flags & FL_ONGROUND)
1164 // we get here if we ran out of ammo
1165 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1166 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1169 makevectors(self.v_angle_y * '0 1 0');
1170 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1172 if(!(self.lastflags & FL_ONGROUND))
1174 if(cvar("speedmeter"))
1175 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1176 if(self.lastground < time - 0.3)
1177 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1178 if(self.jumppadcount > 1)
1179 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1180 self.jumppadcount = 0;
1183 #ifdef LETS_TEST_FTEQCC
1184 if(self.velocity_x || self.velocity_y)
1202 if (f < sv_stopspeed)
1203 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1205 f = 1 - frametime * sv_friction;
1207 self.velocity = self.velocity * f;
1209 self.velocity = '0 0 0';
1213 wishdir = normalize(wishvel);
1214 wishspeed = vlen(wishvel);
1215 if (wishspeed > sv_maxspeed*maxspd_mod)
1216 wishspeed = sv_maxspeed*maxspd_mod;
1218 wishspeed = wishspeed * 0.5;
1219 if (time >= self.teleport_time)
1220 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1225 // we get here if we ran out of ammo
1226 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1227 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1231 maxairspd = sv_maxairspeed*maxspd_mod;
1232 airaccel = sv_airaccelerate*maxspd_mod;
1236 maxairspd = sv_maxairspeed;
1237 airaccel = sv_airaccelerate;
1240 makevectors(self.v_angle_y * '0 1 0');
1241 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1243 wishdir = normalize(wishvel);
1244 wishspeed = wishspeed0 = vlen(wishvel);
1245 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1246 wishspeed0 = sv_maxspeed*maxspd_mod;
1247 if (wishspeed > maxairspd)
1248 wishspeed = maxairspd;
1250 wishspeed = wishspeed * 0.5;
1251 if (time >= self.teleport_time)
1258 airaccelqw = self.stat_sv_airaccel_qw;
1259 accelerating = (self.velocity * wishdir > 0);
1260 wishspeed2 = wishspeed;
1263 if(sv_airstopaccelerate)
1266 curdir = self.velocity;
1268 curdir = normalize(curdir);
1269 airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1271 // note that for straight forward jumping:
1272 // step = accel * frametime * wishspeed0;
1273 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1275 // dv/dt = accel * maxspeed (when slow)
1276 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1277 // log dv/dt = logaccel + logmaxspeed (when slow)
1278 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1279 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1280 if(sv_maxairstrafespeed)
1281 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1282 if(sv_airstrafeaccelerate)
1283 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1284 if(self.stat_sv_airstrafeaccel_qw)
1285 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));
1288 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1289 PM_AirAccelerate(wishdir, wishspeed);
1291 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1294 CPM_PM_Aircontrol(wishdir, wishspeed2);
1298 if((g_cts || g_race) && self.classname != "observer") {
1299 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1300 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1301 speedaward_holder = self.netname;
1302 speedaward_uid = self.crypto_idfp;
1303 speedaward_lastupdate = time;
1305 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1311 race_send_speedaward(MSG_ALL);
1312 speedaward_lastsent = speedaward_speed;
1313 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
1314 speedaward_alltimebest = speedaward_speed;
1315 speedaward_alltimebest_holder = speedaward_holder;
1316 speedaward_alltimebest_uid = speedaward_uid;
1317 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1318 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1319 race_send_speedaward_alltimebest(MSG_ALL);
1325 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1326 if(self.weapon == WEP_NEX && cvar("g_balance_nex_charge") && cvar("g_balance_nex_charge_velocity_rate") && xyspeed > cvar("g_balance_nex_charge_minspeed"))
1328 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1329 xyspeed = min(xyspeed, cvar("g_balance_nex_charge_maxspeed"));
1330 f = (xyspeed - cvar("g_balance_nex_charge_minspeed")) / (cvar("g_balance_nex_charge_maxspeed") - cvar("g_balance_nex_charge_minspeed"));
1331 // add the extra charge
1332 self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_velocity_rate") * f * frametime);
1335 if(self.flags & FL_ONGROUND)
1336 self.lastground = time;
1338 self.lastflags = self.flags;
1339 self.lastclassname = self.classname;