#include "movelib.qh" #ifdef SVQC .vector moveto; /** Simulate drag this.velocity = movelib_dragvec(this.velocity,0.02,0.5); **/ vector movelib_dragvec(entity this, float drag, float exp_) { float lspeed,ldrag; lspeed = vlen(this.velocity); ldrag = lspeed * drag; ldrag = ldrag * (drag * exp_); ldrag = 1 - (ldrag / lspeed); return this.velocity * ldrag; } /** Simulate drag this.velocity *= movelib_dragflt(somespeed,0.01,0.7); **/ float movelib_dragflt(float fspeed,float drag,float exp_) { float ldrag; ldrag = fspeed * drag; ldrag = ldrag * ldrag * exp_; ldrag = 1 - (ldrag / fspeed); return ldrag; } /** Do a inertia simulation based on velocity. Basicaly, this allows you to simulate loss of steering with higher speed. this.velocity = movelib_inertmove_byspeed(this.velocity,newvel,1000,0.1,0.9); **/ vector movelib_inertmove_byspeed(entity this, vector vel_new, float vel_max,float newmin,float oldmax) { float influense; influense = vlen(this.velocity) * (1 / vel_max); influense = bound(newmin,influense,oldmax); return (vel_new * (1 - influense)) + (this.velocity * influense); } vector movelib_inertmove(entity this, vector new_vel,float new_bias) { return new_vel * new_bias + this.velocity * (1-new_bias); } void movelib_move(entity this, vector force,float max_velocity,float drag,float theMass,float breakforce) { float deltatime; float acceleration; float mspeed; vector breakvec; deltatime = time - this.movelib_lastupdate; if (deltatime > 0.15) deltatime = 0; this.movelib_lastupdate = time; if (!deltatime) return; mspeed = vlen(this.velocity); if (theMass) acceleration = vlen(force) / theMass; else acceleration = vlen(force); if (IS_ONGROUND(this)) { if (breakforce) { breakvec = (normalize(this.velocity) * (breakforce / theMass) * deltatime); this.velocity = this.velocity - breakvec; } this.velocity = this.velocity + force * (acceleration * deltatime); } if (drag) this.velocity = movelib_dragvec(this, drag, 1); if (this.waterlevel > 1) { this.velocity = this.velocity + force * (acceleration * deltatime); this.velocity = this.velocity + '0 0 0.05' * autocvar_sv_gravity * deltatime; } else this.velocity = this.velocity + '0 0 -1' * autocvar_sv_gravity * deltatime; mspeed = vlen(this.velocity); if (max_velocity) if (mspeed > max_velocity) this.velocity = normalize(this.velocity) * (mspeed - 50);//* max_velocity; } /* .float mass; .float side_friction; .float ground_friction; .float air_friction; .float water_friction; .float buoyancy; float movelib_deltatime; void movelib_startupdate(entity this) { movelib_deltatime = time - this.movelib_lastupdate; if (movelib_deltatime > 0.5) movelib_deltatime = 0; this.movelib_lastupdate = time; } void movelib_update(entity this, vector dir,float force) { vector acceleration; float old_speed; float ffriction,v_z; vector breakvec; vector old_dir; vector ggravity; vector old; if(!movelib_deltatime) return; v_z = this.velocity_z; old_speed = vlen(this.velocity); old_dir = normalize(this.velocity); //ggravity = (autocvar_sv_gravity / this.mass) * '0 0 100'; acceleration = (force / this.mass) * dir; //acceleration -= old_dir * (old_speed / this.mass); acceleration -= ggravity; if(this.waterlevel > 1) { ffriction = this.water_friction; acceleration += this.buoyancy * '0 0 1'; } else if(IS_ONGROUND(this)) ffriction = this.ground_friction; else ffriction = this.air_friction; acceleration *= ffriction; //this.velocity = this.velocity * (ffriction * movelib_deltatime); this.velocity += acceleration * movelib_deltatime; this.velocity_z = v_z; } */ void movelib_brake_simple(entity this, float force) { float mspeed; vector mdir; float vz; mspeed = max(0,vlen(this.velocity) - force); mdir = normalize(this.velocity); vz = this.velocity.z; this.velocity = mdir * mspeed; this.velocity_z = vz; } /** Pitches and rolls the entity to match the gound. Yed need to set v_up and v_forward (generally by calling makevectors) before calling this. **/ #endif void movelib_groundalign4point(entity this, float spring_length, float spring_up, float blendrate, float _max) { vector a, b, c, d, e, r, push_angle, ahead, side; push_angle.y = 0; r = (this.absmax + this.absmin) * 0.5 + (v_up * spring_up); e = v_up * spring_length; // Put springs slightly inside bbox ahead = v_forward * (this.maxs.x * 0.8); side = v_right * (this.maxs.y * 0.8); a = r + ahead + side; b = r + ahead - side; c = r - ahead + side; d = r - ahead - side; traceline(a, a - e,MOVE_NORMAL,this); a.z = (1 - trace_fraction); r = trace_endpos; traceline(b, b - e,MOVE_NORMAL,this); b.z = (1 - trace_fraction); r += trace_endpos; traceline(c, c - e,MOVE_NORMAL,this); c.z = (1 - trace_fraction); r += trace_endpos; traceline(d, d - e,MOVE_NORMAL,this); d.z = (1 - trace_fraction); r += trace_endpos; a.x = r.z; r = this.origin; r.z = r.z; push_angle.x = (a.z - c.z) * _max; push_angle.x += (b.z - d.z) * _max; push_angle.z = (b.z - a.z) * _max; push_angle.z += (d.z - c.z) * _max; //this.angles_x += push_angle_x * 0.95; //this.angles_z += push_angle_z * 0.95; this.angles_x = ((1-blendrate) * this.angles.x) + (push_angle.x * blendrate); this.angles_z = ((1-blendrate) * this.angles.z) + (push_angle.z * blendrate); //a = this.origin; setorigin(this, r); }