11 .float spectatorspeed;
17 When you press the jump key
18 returns TRUE if handled
21 float PlayerJump (void)
24 return TRUE; // no jumping in freezetag when frozen
26 if(self.player_blocked)
27 return TRUE; // no jumping while blocked
29 float doublejump = FALSE;
30 float mjumpheight = autocvar_sv_jumpvelocity;
32 player_multijump = doublejump;
33 player_jumpheight = mjumpheight;
34 if(MUTATOR_CALLHOOK(PlayerJump))
37 doublejump = player_multijump;
38 mjumpheight = player_jumpheight;
40 if (autocvar_sv_doublejump)
42 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
43 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
47 // we MUST clip velocity here!
49 f = self.velocity * trace_plane_normal;
51 self.velocity -= f * trace_plane_normal;
55 if (self.waterlevel >= WATERLEVEL_SWIMMING)
57 self.velocity_z = self.stat_sv_maxspeed * 0.7;
62 if (!(self.flags & FL_ONGROUND))
63 return !(self.flags & FL_JUMPRELEASED);
65 if(self.cvar_cl_movement_track_canjump)
66 if (!(self.flags & FL_JUMPRELEASED))
69 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
70 // velocity bounds. Final velocity is bound between (jumpheight *
71 // min + jumpheight) and (jumpheight * max + jumpheight);
73 if(autocvar_sv_jumpspeedcap_min != "")
77 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
79 if (self.velocity_z < minjumpspeed)
80 mjumpheight += minjumpspeed - self.velocity_z;
83 if(autocvar_sv_jumpspeedcap_max != "")
85 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
86 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
88 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
92 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
94 if (self.velocity_z > maxjumpspeed)
95 mjumpheight -= self.velocity_z - maxjumpspeed;
99 if(!(self.lastflags & FL_ONGROUND))
101 if(autocvar_speedmeter)
102 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
103 if(self.lastground < time - 0.3)
105 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
106 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
108 if(self.jumppadcount > 1)
109 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
110 self.jumppadcount = 0;
113 self.velocity_z = self.velocity_z + mjumpheight;
114 self.oldvelocity_z = self.velocity_z;
116 self.flags &= ~FL_ONGROUND;
117 self.flags &= ~FL_JUMPRELEASED;
119 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
121 if(autocvar_g_jump_grunt)
122 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
124 self.restart_jump = -1; // restart jump anim next time
125 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
128 void CheckWaterJump()
132 // check for a jump-out-of-water
133 makevectors (self.angles);
135 start_z = start_z + 8;
137 normalize(v_forward);
138 end = start + v_forward*24;
139 traceline (start, end, TRUE, self);
140 if (trace_fraction < 1)
142 start_z = start_z + self.maxs_z - 8;
143 end = start + v_forward*24;
144 self.movedir = trace_plane_normal * -50;
145 traceline (start, end, TRUE, self);
146 if (trace_fraction == 1)
147 { // open at eye level
148 self.flags |= FL_WATERJUMP;
149 self.velocity_z = 225;
150 self.flags &= ~FL_JUMPRELEASED;
151 self.teleport_time = time + 2; // safety net
157 .float jetpack_stopped;
158 // Hack: shouldn't need to know about this
159 .float multijump_count;
160 void CheckPlayerJump()
162 if (self.BUTTON_JUMP)
164 if (!PlayerJump() || self.multijump_count > 0)
166 if (!self.jetpack_stopped && (!autocvar_g_jetpack_fuel || self.ammo_fuel > 0 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
168 self.items |= IT_USING_JETPACK;
172 // we get here if we ran out of ammo
173 if (!self.jetpack_stopped)
174 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
175 self.jetpack_stopped = TRUE;
176 self.items &= ~IT_USING_JETPACK;
182 self.flags |= FL_JUMPRELEASED;
183 self.jetpack_stopped = FALSE;
184 self.items &= ~IT_USING_JETPACK;
187 if (self.waterlevel == WATERLEVEL_SWIMMING)
191 float racecar_angle(float forward, float down)
193 float ret, angle_mult;
201 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
203 angle_mult = forward / (800 + forward);
206 return ret * angle_mult + 360 * (1 - angle_mult);
208 return ret * angle_mult;
211 void RaceCarPhysics()
213 // using this move type for "big rigs"
214 // the engine does not push the entity!
216 float accel, steer, f, myspeed, steerfactor;
217 vector angles_save, rigvel;
219 angles_save = self.angles;
220 accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
221 steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
223 if(g_bugrigs_reverse_speeding)
227 // back accel is DIGITAL
228 // to prevent speedhack
238 makevectors(self.angles); // new forward direction!
240 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
242 float upspeed, accelfactor;
244 myspeed = self.velocity * v_forward;
245 upspeed = self.velocity * v_up;
247 // responsiveness factor for steering and acceleration
248 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
249 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
251 if(myspeed < 0 && g_bugrigs_reverse_spinning)
252 steerfactor = -myspeed * g_bugrigs_steer;
254 steerfactor = -myspeed * f * g_bugrigs_steer;
256 if(myspeed < 0 && g_bugrigs_reverse_speeding)
257 accelfactor = g_bugrigs_accel;
259 accelfactor = f * g_bugrigs_accel;
260 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
266 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
270 if(!g_bugrigs_reverse_speeding)
271 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
278 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
282 if(g_bugrigs_reverse_stopping)
285 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
288 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
289 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
291 self.angles_y += steer * frametime * steerfactor; // apply steering
292 makevectors(self.angles); // new forward direction!
294 myspeed += accel * accelfactor * frametime;
296 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
300 myspeed = vlen(self.velocity);
302 // responsiveness factor for steering and acceleration
303 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
304 steerfactor = -myspeed * f;
305 self.angles_y += steer * frametime * steerfactor; // apply steering
307 rigvel = self.velocity;
308 makevectors(self.angles); // new forward direction!
311 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
312 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
313 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
314 //MAXIMA: solve(total_acceleration(v) = 0, v);
316 if(g_bugrigs_planar_movement)
318 vector rigvel_xy, neworigin, up;
321 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
322 rigvel_xy = vec2(rigvel);
324 if(g_bugrigs_planar_movement_car_jumping)
327 mt = MOVE_NOMONSTERS;
329 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
330 up = trace_endpos - self.origin;
332 // BUG RIGS: align the move to the surface instead of doing collision testing
334 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
337 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
339 if(trace_fraction < 0.5)
342 neworigin = self.origin;
345 neworigin = trace_endpos;
347 if(trace_fraction < 1)
349 // now set angles_x so that the car points parallel to the surface
350 self.angles = vectoangles(
351 '1 0 0' * v_forward_x * trace_plane_normal_z
353 '0 1 0' * v_forward_y * trace_plane_normal_z
355 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
357 self.flags |= FL_ONGROUND;
361 // now set angles_x so that the car points forward, but is tilted in velocity direction
362 self.flags &= ~FL_ONGROUND;
365 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
366 self.movetype = MOVETYPE_NOCLIP;
370 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
371 self.velocity = rigvel;
372 self.movetype = MOVETYPE_FLY;
376 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
377 if(trace_fraction != 1)
379 self.angles = vectoangles2(
380 '1 0 0' * v_forward_x * trace_plane_normal_z
382 '0 1 0' * v_forward_y * trace_plane_normal_z
384 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
392 vel_local_x = v_forward * self.velocity;
393 vel_local_y = v_right * self.velocity;
394 vel_local_z = v_up * self.velocity;
396 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
397 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
401 vector vf1, vu1, smoothangles;
402 makevectors(self.angles);
403 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
408 makevectors(angles_save);
409 vf1 = vf1 + v_forward * (1 - f);
410 vu1 = vu1 + v_up * (1 - f);
411 smoothangles = vectoangles2(vf1, vu1);
412 self.angles_x = -smoothangles_x;
413 self.angles_z = smoothangles_z;
416 float IsMoveInDirection(vector mv, float angle) // key mix factor
418 if(mv_x == 0 && mv_y == 0)
419 return 0; // avoid division by zero
420 angle -= RAD2DEG * atan2(mv_y, mv_x);
421 angle = remainder(angle, 360) / 45;
426 return 1 - fabs(angle);
429 float GeomLerp(float a, float lerp, float b)
445 return a * pow(fabs(b / a), lerp);
448 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
450 float zspeed, xyspeed, dot, k;
453 // this doesn't play well with analog input
454 if(self.movement_x == 0 || self.movement_y != 0)
455 return; // can't control movement if not moving forward or backward
458 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
463 k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
465 zspeed = self.velocity_z;
467 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
469 dot = self.velocity * wishdir;
471 if(dot > 0) // we can't change direction while slowing down
473 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
474 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
475 k *= autocvar_sv_aircontrol;
476 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
479 self.velocity = self.velocity * xyspeed;
480 self.velocity_z = zspeed;
483 float AdjustAirAccelQW(float accelqw, float factor)
485 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
488 // example config for alternate speed clamping:
489 // sv_airaccel_qw 0.8
490 // sv_airaccel_sideways_friction 0
491 // prvm_globalset server speedclamp_mode 1
493 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
501 float vel_xy_current;
502 float vel_xy_backward, vel_xy_forward;
505 if(stretchfactor > 0)
506 speedclamp = stretchfactor;
508 speedclamp = 1; // full clamping, no stretch
510 speedclamp = -1; // no clamping
515 if(autocvar_sv_gameplayfix_q2airaccelerate)
516 wishspeed0 = wishspeed;
518 vel_straight = self.velocity * wishdir;
519 vel_z = self.velocity_z;
520 vel_xy = vec2(self.velocity);
521 vel_perpend = vel_xy - vel_straight * wishdir;
523 step = accel * frametime * wishspeed0;
525 vel_xy_current = vlen(vel_xy);
527 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
528 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
529 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
530 if(vel_xy_backward < 0)
531 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
533 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
535 if(sidefric < 0 && (vel_perpend*vel_perpend))
536 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
539 f = max(0, 1 + frametime * wishspeed * sidefric);
540 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
541 // this cannot be > 1
543 vel_perpend = vel_perpend * max(0, f);
546 fminimum = sqrt(fminimum);
547 vel_perpend = vel_perpend * max(fminimum, f);
551 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
553 vel_xy = vel_straight * wishdir + vel_perpend;
557 float vel_xy_preclamp;
558 vel_xy_preclamp = vlen(vel_xy);
559 if(vel_xy_preclamp > 0) // prevent division by zero
561 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
562 if(vel_xy_current < vel_xy_preclamp)
563 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
567 self.velocity = vel_xy + vel_z * '0 0 1';
570 void PM_AirAccelerate(vector wishdir, float wishspeed)
572 vector curvel, wishvel, acceldir, curdir;
573 float addspeed, accelspeed, curspeed, f;
579 curvel = self.velocity;
581 curspeed = vlen(curvel);
583 if(wishspeed > curspeed * 1.01)
585 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
589 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
590 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
592 wishvel = wishdir * wishspeed;
593 acceldir = wishvel - curvel;
594 addspeed = vlen(acceldir);
595 acceldir = normalize(acceldir);
597 accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
599 if(autocvar_sv_warsowbunny_backtosideratio < 1)
601 curdir = normalize(curvel);
602 dot = acceldir * curdir;
604 acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
607 self.velocity += accelspeed * acceldir;
610 .vector movement_old;
613 .string lastclassname;
615 .float() PlayerPhysplug;
617 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
618 .float specialcommand_pos;
619 void SpecialCommand()
624 if(!CheatImpulse(99))
625 print("A hollow voice says \"Plugh\".\n");
629 float speedaward_speed;
630 string speedaward_holder;
631 string speedaward_uid;
632 void race_send_speedaward(float msg)
634 // send the best speed of the round
635 WriteByte(msg, SVC_TEMPENTITY);
636 WriteByte(msg, TE_CSQC_RACE);
637 WriteByte(msg, RACE_NET_SPEED_AWARD);
638 WriteInt24_t(msg, floor(speedaward_speed+0.5));
639 WriteString(msg, speedaward_holder);
642 float speedaward_alltimebest;
643 string speedaward_alltimebest_holder;
644 string speedaward_alltimebest_uid;
645 void race_send_speedaward_alltimebest(float msg)
647 // send the best speed
648 WriteByte(msg, SVC_TEMPENTITY);
649 WriteByte(msg, TE_CSQC_RACE);
650 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
651 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
652 WriteString(msg, speedaward_alltimebest_holder);
655 string GetMapname(void);
656 float speedaward_lastupdate;
657 float speedaward_lastsent;
658 void SV_PlayerPhysics()
660 vector wishvel, wishdir, v;
661 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
664 float not_allowed_to_move;
667 WarpZone_PlayerPhysics_FixVAngle();
672 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
674 maxspd_mod *= autocvar_g_movement_highspeed;
676 // fix physics stats for g_movement_highspeed
677 // TODO maybe rather use maxairspeed? needs testing
678 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
679 if(autocvar_sv_airstrafeaccel_qw)
680 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
682 self.stat_sv_airstrafeaccel_qw = 0;
683 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
684 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
686 if(self.PlayerPhysplug)
687 if(self.PlayerPhysplug())
690 self.race_movetime_frac += frametime;
691 f = floor(self.race_movetime_frac);
692 self.race_movetime_frac -= f;
693 self.race_movetime_count += f;
694 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
698 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);
702 else if(buttons == 1)
704 else if(buttons == 2)
706 else if(buttons == 128)
708 else if(buttons == 256)
710 else if(buttons == 512)
712 else if(buttons == 1024)
717 if(c == substring(specialcommand, self.specialcommand_pos, 1))
719 self.specialcommand_pos += 1;
720 if(self.specialcommand_pos >= strlen(specialcommand))
722 self.specialcommand_pos = 0;
727 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
728 self.specialcommand_pos = 0;
732 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
733 self.parm_idlesince = time;
735 buttons_prev = self.buttons_old;
736 self.buttons_old = buttons;
737 self.movement_old = self.movement;
738 self.v_angle_old = self.v_angle;
740 if(time < self.nickspamtime)
741 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
743 // slight annoyance for nick change scripts
744 self.movement = -1 * self.movement;
745 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
747 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!
749 self.angles_x = random() * 360;
750 self.angles_y = random() * 360;
751 // at least I'm not forcing retardedview by also assigning to angles_z
752 self.fixangle = TRUE;
756 if (self.punchangle != '0 0 0')
758 f = vlen(self.punchangle) - 10 * frametime;
760 self.punchangle = normalize(self.punchangle) * f;
762 self.punchangle = '0 0 0';
765 if (self.punchvector != '0 0 0')
767 f = vlen(self.punchvector) - 30 * frametime;
769 self.punchvector = normalize(self.punchvector) * f;
771 self.punchvector = '0 0 0';
774 if (IS_BOT_CLIENT(self))
776 if(playerdemo_read())
781 self.items &= ~IT_USING_JETPACK;
785 if(self.race_penalty)
786 if(time > self.race_penalty)
787 self.race_penalty = 0;
789 not_allowed_to_move = 0;
790 if(self.race_penalty)
791 not_allowed_to_move = 1;
792 if(!autocvar_sv_ready_restart_after_countdown)
793 if(time < game_starttime)
794 not_allowed_to_move = 1;
796 if(not_allowed_to_move)
798 self.velocity = '0 0 0';
799 self.movetype = MOVETYPE_NONE;
800 self.disableclientprediction = 2;
802 else if(self.disableclientprediction == 2)
804 if(self.movetype == MOVETYPE_NONE)
805 self.movetype = MOVETYPE_WALK;
806 self.disableclientprediction = 0;
810 if (self.movetype == MOVETYPE_NONE)
813 // when we get here, disableclientprediction cannot be 2
814 self.disableclientprediction = 0;
815 if(time < self.ladder_time)
816 self.disableclientprediction = 1;
818 if(time < self.spider_slowness)
820 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
821 self.stat_sv_airspeedlimit_nonqw *= 0.5;
826 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
828 self.movement_x = bound(-5, self.movement_x, 5);
829 self.movement_y = bound(-5, self.movement_y, 5);
830 self.movement_z = bound(-5, self.movement_z, 5);
833 self.movement = '0 0 0';
834 self.disableclientprediction = 1;
836 vector midpoint = ((self.absmin + self.absmax) * 0.5);
837 if(pointcontents(midpoint) == CONTENT_WATER)
839 self.velocity = self.velocity * 0.5;
841 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
842 { self.velocity_z = 200; }
846 MUTATOR_CALLHOOK(PlayerPhysics);
848 if(self.player_blocked)
850 self.movement = '0 0 0';
851 self.disableclientprediction = 1;
858 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
861 // conveyors: first fix velocity
862 if(self.conveyor.state)
863 self.velocity -= self.conveyor.movedir;
865 if (!IS_PLAYER(self))
867 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
868 if(!self.spectatorspeed)
869 self.spectatorspeed = maxspd_mod;
870 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
872 if(self.lastclassname != "player")
874 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
875 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
876 else if(self.impulse == 11)
877 self.spectatorspeed = maxspd_mod;
878 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
879 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
880 else if(self.impulse >= 1 && self.impulse <= 9)
881 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
882 } // otherwise just clear
885 maxspd_mod = self.spectatorspeed;
888 spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
889 if(self.speed != spd)
893 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
894 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
895 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
896 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
899 maxspd_mod *= swampspd_mod; // only one common speed modder please!
902 // if dead, behave differently
906 if (!self.fixangle && !g_bugrigs)
909 self.angles_y = self.v_angle_y;
913 if(self.flags & FL_ONGROUND)
914 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
919 if(self.waterlevel < WATERLEVEL_SWIMMING)
920 if(time >= self.ladder_time)
923 self.nextstep = time + 0.3 + random() * 0.1;
924 trace_dphitq3surfaceflags = 0;
925 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
926 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
928 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
929 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
931 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
942 if (self.flags & FL_WATERJUMP )
944 self.velocity_x = self.movedir_x;
945 self.velocity_y = self.movedir_y;
946 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
948 self.flags &= ~FL_WATERJUMP;
949 self.teleport_time = 0;
952 else if (g_bugrigs && IS_PLAYER(self))
956 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
958 // noclipping or flying
959 self.flags &= ~FL_ONGROUND;
961 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
962 makevectors(self.v_angle);
963 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
964 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
966 wishdir = normalize(wishvel);
967 wishspeed = vlen(wishvel);
968 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
969 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
970 if (time >= self.teleport_time)
971 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
973 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
976 self.flags &= ~FL_ONGROUND;
978 makevectors(self.v_angle);
979 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
980 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
981 if (wishvel == '0 0 0')
982 wishvel = '0 0 -60'; // drift towards bottom
984 wishdir = normalize(wishvel);
985 wishspeed = vlen(wishvel);
986 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
987 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
988 wishspeed = wishspeed * 0.7;
991 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
993 // water acceleration
994 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
996 else if (time < self.ladder_time)
998 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
999 self.flags &= ~FL_ONGROUND;
1002 g = autocvar_sv_gravity * frametime;
1005 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1008 self.velocity_z += g;
1011 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1012 makevectors(self.v_angle);
1013 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1014 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1015 self.velocity_z += g;
1016 if (self.ladder_entity.classname == "func_water")
1019 if (f > self.ladder_entity.speed)
1020 wishvel = wishvel * (self.ladder_entity.speed / f);
1022 self.watertype = self.ladder_entity.skin;
1023 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1024 if ((self.origin_z + self.view_ofs_z) < f)
1025 self.waterlevel = WATERLEVEL_SUBMERGED;
1026 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1027 self.waterlevel = WATERLEVEL_SWIMMING;
1028 else if ((self.origin_z + self.mins_z + 1) < f)
1029 self.waterlevel = WATERLEVEL_WETFEET;
1032 self.waterlevel = WATERLEVEL_NONE;
1033 self.watertype = CONTENT_EMPTY;
1037 wishdir = normalize(wishvel);
1038 wishspeed = vlen(wishvel);
1039 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1040 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1041 if (time >= self.teleport_time)
1043 // water acceleration
1044 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1047 else if (self.items & IT_USING_JETPACK)
1049 //makevectors(self.v_angle_y * '0 1 0');
1050 makevectors(self.v_angle);
1051 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1052 // add remaining speed as Z component
1053 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1054 // fix speedhacks :P
1055 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1056 // add the unused velocity as up component
1059 // if(self.BUTTON_JUMP)
1060 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1062 // it is now normalized, so...
1063 float a_side, a_up, a_add, a_diff;
1064 a_side = autocvar_g_jetpack_acceleration_side;
1065 a_up = autocvar_g_jetpack_acceleration_up;
1066 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1068 wishvel_x *= a_side;
1069 wishvel_y *= a_side;
1075 //////////////////////////////////////////////////////////////////////////////////////
1076 // finding the maximum over all vectors of above form
1077 // with wishvel having an absolute value of 1
1078 //////////////////////////////////////////////////////////////////////////////////////
1079 // we're finding the maximum over
1080 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1081 // for z in the range from -1 to 1
1082 //////////////////////////////////////////////////////////////////////////////////////
1083 // maximum is EITHER attained at the single extreme point:
1084 a_diff = a_side * a_side - a_up * a_up;
1087 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1088 if(f > -1 && f < 1) // can it be attained?
1090 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1091 //print("middle\n");
1094 // OR attained at z = 1:
1095 f = (a_up + a_add) * (a_up + a_add);
1101 // OR attained at z = -1:
1102 f = (a_up - a_add) * (a_up - a_add);
1106 //print("bottom\n");
1109 //////////////////////////////////////////////////////////////////////////////////////
1111 //print("best possible acceleration: ", ftos(best), "\n");
1114 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1115 if(wishvel_z - autocvar_sv_gravity > 0)
1116 fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1118 fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1122 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1125 fvel = min(1, vlen(wishvel) / best);
1126 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1127 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1131 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1133 if (f > 0 && wishvel != '0 0 0')
1135 self.velocity = self.velocity + wishvel * f * frametime;
1136 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1137 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1138 self.flags &= ~FL_ONGROUND;
1139 self.items |= IT_USING_JETPACK;
1141 // jetpack also inhibits health regeneration, but only for 1 second
1142 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1145 else if (self.flags & FL_ONGROUND)
1148 makevectors(self.v_angle_y * '0 1 0');
1149 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1151 if(!(self.lastflags & FL_ONGROUND))
1153 if(autocvar_speedmeter)
1154 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1155 if(self.lastground < time - 0.3)
1156 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1157 if(self.jumppadcount > 1)
1158 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1159 self.jumppadcount = 0;
1167 if (f < autocvar_sv_stopspeed)
1168 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1170 f = 1 - frametime * autocvar_sv_friction;
1172 self.velocity = self.velocity * f;
1174 self.velocity = '0 0 0';
1176 Mathematical analysis time!
1178 Our goal is to invert this mess.
1180 For the two cases we get:
1181 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1182 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1183 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1185 v = v0 * (1 - frametime * autocvar_sv_friction)
1186 v0 = v / (1 - frametime * autocvar_sv_friction)
1188 These cases would be chosen ONLY if:
1189 v0 < autocvar_sv_stopspeed
1190 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1191 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1193 v0 >= autocvar_sv_stopspeed
1194 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1195 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1200 wishdir = normalize(wishvel);
1201 wishspeed = vlen(wishvel);
1202 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1203 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1205 wishspeed = wishspeed * 0.5;
1206 if (time >= self.teleport_time)
1207 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1215 maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1216 airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1220 maxairspd = autocvar_sv_maxairspeed;
1221 airaccel = autocvar_sv_airaccelerate;
1224 makevectors(self.v_angle_y * '0 1 0');
1225 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1227 wishdir = normalize(wishvel);
1228 wishspeed = wishspeed0 = vlen(wishvel);
1229 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1230 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1231 if (wishspeed > maxairspd)
1232 wishspeed = maxairspd;
1234 wishspeed = wishspeed * 0.5;
1235 if (time >= self.teleport_time)
1242 airaccelqw = self.stat_sv_airaccel_qw;
1243 accelerating = (self.velocity * wishdir > 0);
1244 wishspeed2 = wishspeed;
1247 if(autocvar_sv_airstopaccelerate)
1250 curdir = self.velocity;
1252 curdir = normalize(curdir);
1253 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1255 // note that for straight forward jumping:
1256 // step = accel * frametime * wishspeed0;
1257 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1259 // dv/dt = accel * maxspeed (when slow)
1260 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1261 // log dv/dt = logaccel + logmaxspeed (when slow)
1262 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1263 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1264 if(autocvar_sv_maxairstrafespeed)
1265 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1266 if(autocvar_sv_airstrafeaccelerate)
1267 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1268 if(self.stat_sv_airstrafeaccel_qw)
1269 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));
1272 if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1273 PM_AirAccelerate(wishdir, wishspeed);
1275 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1277 if(autocvar_sv_aircontrol)
1278 CPM_PM_Aircontrol(wishdir, wishspeed2);
1282 if((g_cts || g_race) && !IS_OBSERVER(self))
1284 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1286 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1287 speedaward_holder = self.netname;
1288 speedaward_uid = self.crypto_idfp;
1289 speedaward_lastupdate = time;
1291 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1293 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1294 race_send_speedaward(MSG_ALL);
1295 speedaward_lastsent = speedaward_speed;
1296 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1298 speedaward_alltimebest = speedaward_speed;
1299 speedaward_alltimebest_holder = speedaward_holder;
1300 speedaward_alltimebest_uid = speedaward_uid;
1301 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1302 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1303 race_send_speedaward_alltimebest(MSG_ALL);
1310 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1311 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1313 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1314 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1315 f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1316 // add the extra charge
1317 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1320 if(self.flags & FL_ONGROUND)
1321 self.lastground = time;
1323 // conveyors: then break velocity again
1324 if(self.conveyor.state)
1325 self.velocity += self.conveyor.movedir;
1327 self.lastflags = self.flags;
1328 self.lastclassname = self.classname;