return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
}
-float Physics_ClientOption(entity pl, string option)
+float Physics_ClientOption(entity this, string option)
{
- if(Physics_Valid(pl.cvar_cl_physics))
+ if(Physics_Valid(this.cvar_cl_physics))
{
- string s = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
+ string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
return cvar(strcat("sv_", option));
}
-void Physics_AddStats()
+void Physics_UpdateStats(entity this, float maxspd_mod)
{
- // static view offset and hitbox vectors
- // networked for all you bandwidth pigs out there
- addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
- addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
- addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
- addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
- addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
- addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
-
- addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
- addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
- addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
- addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
- addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
- addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
- addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
- addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
- addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
- addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
- addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
- addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
-
- // g_movementspeed hack
- addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
- addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
- addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
- addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
- addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
-
- // jet pack
- addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
- addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
- addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
- addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
- addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
- addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
-
- // hack to fix track_canjump
- addstat(STAT_MOVEVARS_CL_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
- addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, stat_sv_track_canjump);
-
- // double jump
- addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
-
- // jump speed caps
- addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
-
- // hacks
- addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
- addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
- addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
-
- // new properties
- addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
- addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
- addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
- addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
- addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
- addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
- addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
- addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
- addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
- addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
- addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
- addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
- addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
- addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
- addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
- addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
- addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
- addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
- addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
-
- addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
-}
-
-void Physics_UpdateStats(float maxspd_mod)
-{SELFPARAM();
- // blah
- self.stat_pl_view_ofs = PL_VIEW_OFS;
- self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
-
- self.stat_pl_min = PL_MIN;
- self.stat_pl_max = PL_MAX;
- self.stat_pl_crouch_min = PL_CROUCH_MIN;
- self.stat_pl_crouch_max = PL_CROUCH_MAX;
-
-
- self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
- if(Physics_ClientOption(self, "airstrafeaccel_qw"))
- self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
- else
- self.stat_sv_airstrafeaccel_qw = 0;
- self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
- self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
- self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
-
- self.stat_doublejump = PHYS_DOUBLEJUMP;
-
- self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
- self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
- self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
- self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
- self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
- self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
-
- self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
-
- self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
- self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
-
- self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
-
+ STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
+ STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
+ ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
+ : 0;
+ STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
+ STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
// old stats
// fix some new settings
- self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
- self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
- self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
- self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
- self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
- self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
- self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
- self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
- self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
- self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
- self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
- self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
- self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
- self.stat_sv_friction = Physics_ClientOption(self, "friction");
- self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
- self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
- self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
- self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
- self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
-
- self.stat_sv_track_canjump = Physics_ClientOption(self, "track_canjump");
-
- self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
+ STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
+ STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
+ STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
+ STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
+ STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
+ STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
+ STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
+ STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
+ STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
+ STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
+ STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
+ STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
+ STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
+ STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
+ STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
+ STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
+ STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
+ STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
+ STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
+ STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
}
#endif
: a * pow(fabs(b / a), lerp);
}
-noref float pmove_waterjumptime;
-
-const float unstick_count = 27;
-vector unstick_offsets[unstick_count] =
+#define unstick_offsets(X) \
+/* 1 no nudge (just return the original if this test passes) */ \
+ X(' 0.000 0.000 0.000') \
+/* 6 simple nudges */ \
+ X(' 0.000 0.000 0.125') X('0.000 0.000 -0.125') \
+ X('-0.125 0.000 0.000') X('0.125 0.000 0.000') \
+ X(' 0.000 -0.125 0.000') X('0.000 0.125 0.000') \
+/* 4 diagonal flat nudges */ \
+ X('-0.125 -0.125 0.000') X('0.125 -0.125 0.000') \
+ X('-0.125 0.125 0.000') X('0.125 0.125 0.000') \
+/* 8 diagonal upward nudges */ \
+ X('-0.125 0.000 0.125') X('0.125 0.000 0.125') \
+ X(' 0.000 -0.125 0.125') X('0.000 0.125 0.125') \
+ X('-0.125 -0.125 0.125') X('0.125 -0.125 0.125') \
+ X('-0.125 0.125 0.125') X('0.125 0.125 0.125') \
+/* 8 diagonal downward nudges */ \
+ X('-0.125 0.000 -0.125') X('0.125 0.000 -0.125') \
+ X(' 0.000 -0.125 -0.125') X('0.000 0.125 -0.125') \
+ X('-0.125 -0.125 -0.125') X('0.125 -0.125 -0.125') \
+ X('-0.125 0.125 -0.125') X('0.125 0.125 -0.125') \
+/**/
+
+void PM_ClientMovement_Unstick(entity this)
{
-// 1 no nudge (just return the original if this test passes)
- '0.000 0.000 0.000',
-// 6 simple nudges
- ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
- '-0.125 0.000 0.000', '0.125 0.000 0.000',
- ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
-// 4 diagonal flat nudges
- '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
- '-0.125 0.125 0.000', '0.125 0.125 0.000',
-// 8 diagonal upward nudges
- '-0.125 0.000 0.125', '0.125 0.000 0.125',
- ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
- '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
- '-0.125 0.125 0.125', '0.125 0.125 0.125',
-// 8 diagonal downward nudges
- '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
- ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
- '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
- '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
-};
-
-void PM_ClientMovement_Unstick()
-{SELFPARAM();
- float i;
- for (i = 0; i < unstick_count; i++)
- {
- vector neworigin = unstick_offsets[i] + self.origin;
- tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
- if (!trace_startsolid)
- {
- setorigin(self, neworigin);
- return;// true;
- }
+ #define X(unstick_offset) \
+ { \
+ vector neworigin = unstick_offset + this.origin; \
+ tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, this); \
+ if (!trace_startsolid) \
+ { \
+ setorigin(this, neworigin); \
+ return; \
+ } \
}
+ unstick_offsets(X);
+ #undef X
}
-void PM_ClientMovement_UpdateStatus(bool ground)
-{SELFPARAM();
+void PM_ClientMovement_UpdateStatus(entity this, bool ground)
+{
+#ifdef CSQC
+ if(!IS_PLAYER(this))
+ return;
// make sure player is not stuck
- PM_ClientMovement_Unstick();
+ if(autocvar_cl_movement == 3)
+ PM_ClientMovement_Unstick(this);
// set crouched
- if (PHYS_INPUT_BUTTON_CROUCH(self))
+ if (PHYS_INPUT_BUTTON_CROUCH(this))
{
- // wants to crouch, this always works..
- if (!IS_DUCKED(self))
- SET_DUCKED(self);
+ // wants to crouch, this always works
+ if (!IS_DUCKED(this)) SET_DUCKED(this);
}
else
{
- // wants to stand, if currently crouching we need to check for a
- // low ceiling first
- if (IS_DUCKED(self))
+ // wants to stand, if currently crouching we need to check for a low ceiling first
+ if (IS_DUCKED(this))
{
- tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
- if (!trace_startsolid)
- UNSET_DUCKED(self);
+ tracebox(this.origin, PL_MIN, PL_MAX, this.origin, MOVE_NORMAL, this);
+ if (!trace_startsolid) UNSET_DUCKED(this);
}
}
// set onground
- vector origin1 = self.origin + '0 0 1';
- vector origin2 = self.origin - '0 0 1';
+ vector origin1 = this.origin + '0 0 1';
+ vector origin2 = this.origin - '0 0 1';
- if(ground)
+ if (ground && autocvar_cl_movement == 3)
{
- tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
- if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
+ tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
+ if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
{
- SET_ONGROUND(self);
+ SET_ONGROUND(this);
// this code actually "predicts" an impact; so let's clip velocity first
- float f = self.velocity * trace_plane_normal;
- self.velocity -= f * trace_plane_normal;
+ this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
}
else
- UNSET_ONGROUND(self);
+ UNSET_ONGROUND(this);
}
- // set watertype/waterlevel
- origin1 = self.origin;
- origin1_z += self.mins_z + 1;
- self.waterlevel = WATERLEVEL_NONE;
+ if(autocvar_cl_movement == 3)
+ {
+ // set watertype/waterlevel
+ origin1 = this.origin;
+ origin1.z += this.mins_z + 1;
+ this.waterlevel = WATERLEVEL_NONE;
- int thepoint = pointcontents(origin1);
+ int thepoint = pointcontents(origin1);
- self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
+ this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
- if(self.watertype)
- {
- self.waterlevel = WATERLEVEL_WETFEET;
- origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
- thepoint = pointcontents(origin1);
- if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
+ if (this.watertype)
{
- self.waterlevel = WATERLEVEL_SWIMMING;
- origin1_z = self.origin_z + 22;
+ this.waterlevel = WATERLEVEL_WETFEET;
+ origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
thepoint = pointcontents(origin1);
- if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
- self.waterlevel = WATERLEVEL_SUBMERGED;
+ if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
+ {
+ this.waterlevel = WATERLEVEL_SWIMMING;
+ origin1.z = this.origin.z + 22;
+ thepoint = pointcontents(origin1);
+ if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
+ this.waterlevel = WATERLEVEL_SUBMERGED;
+ }
}
}
- if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
+ if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
pmove_waterjumptime = 0;
+#endif
}
-void PM_ClientMovement_Move()
-{SELFPARAM();
+void PM_ClientMovement_Move(entity this)
+{
#ifdef CSQC
+
+ PM_ClientMovement_UpdateStatus(this, false);
+ if(autocvar_cl_movement == 1)
+ return;
+
int bump;
float t;
float f;
vector trace2_plane_normal = '0 0 0';
vector trace3_plane_normal = '0 0 0';
-
- PM_ClientMovement_UpdateStatus(false);
- primalvelocity = self.velocity;
- for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
+ primalvelocity = this.velocity;
+ for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
{
- neworigin = self.origin + t * self.velocity;
- tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
+ neworigin = this.origin + t * this.velocity;
+ tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
trace1_endpos = trace_endpos;
trace1_fraction = trace_fraction;
trace1_plane_normal = trace_plane_normal;
{
// may be a step or wall, try stepping up
// first move forward at a higher level
- currentorigin2 = self.origin;
- currentorigin2_z += PHYS_STEPHEIGHT;
+ currentorigin2 = this.origin;
+ currentorigin2_z += PHYS_STEPHEIGHT(this);
neworigin2 = neworigin;
- neworigin2_z += PHYS_STEPHEIGHT;
- tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ neworigin2_z += PHYS_STEPHEIGHT(this);
+ tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
trace2_endpos = trace_endpos;
trace2_fraction = trace_fraction;
trace2_plane_normal = trace_plane_normal;
// then move down from there
currentorigin2 = trace2_endpos;
neworigin2 = trace2_endpos;
- neworigin2_z = self.origin_z;
- tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ neworigin2_z = this.origin_z;
+ tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
trace3_endpos = trace_endpos;
trace3_fraction = trace_fraction;
trace3_plane_normal = trace_plane_normal;
// check if it moved at all
if(trace1_fraction >= 0.001)
- setorigin(self, trace1_endpos);
+ setorigin(this, trace1_endpos);
// check if it moved all the way
if(trace1_fraction == 1)
// this got commented out in a change that supposedly makes the code match QW better
// so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
if(trace1_plane_normal_z > 0.7)
- SET_ONGROUND(self);
+ SET_ONGROUND(this);
t -= t * trace1_fraction;
- f = (self.velocity * trace1_plane_normal);
- self.velocity = self.velocity + -f * trace1_plane_normal;
+ f = (this.velocity * trace1_plane_normal);
+ this.velocity = this.velocity + -f * trace1_plane_normal;
}
- if(pmove_waterjumptime > 0)
- self.velocity = primalvelocity;
+ if(PHYS_TELEPORT_TIME(this) > 0)
+ this.velocity = primalvelocity;
#endif
}
-void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
-{SELFPARAM();
- float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
+void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
+{
+ float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
if (k <= 0)
return;
- k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
+ k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
- float zspeed = self.velocity_z;
- self.velocity_z = 0;
- float xyspeed = vlen(self.velocity);
- self.velocity = normalize(self.velocity);
+ float zspeed = this.velocity_z;
+ this.velocity_z = 0;
+ float xyspeed = vlen(this.velocity);
+ this.velocity = normalize(this.velocity);
- float dot = self.velocity * wishdir;
+ float dot = this.velocity * wishdir;
if (dot > 0) // we can't change direction while slowing down
{
- k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
- xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
- k *= PHYS_AIRCONTROL;
- self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
+ k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
+ xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
+ k *= PHYS_AIRCONTROL(this);
+ this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
}
- self.velocity = self.velocity * xyspeed;
- self.velocity_z = zspeed;
+ this.velocity = this.velocity * xyspeed;
+ this.velocity_z = zspeed;
}
float AdjustAirAccelQW(float accelqw, float factor)
// sv_airaccel_sideways_friction 0
// prvm_globalset server speedclamp_mode 1
// (or 2)
-void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
-{SELFPARAM();
+void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
+{
float speedclamp = stretchfactor > 0 ? stretchfactor
: accelqw < 0 ? 1 // full clamping, no stretch
: -1; // no clamping
if (GAMEPLAYFIX_Q2AIRACCELERATE)
wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
- float vel_straight = self.velocity * wishdir;
- float vel_z = self.velocity_z;
- vector vel_xy = vec2(self.velocity);
+ float vel_straight = this.velocity * wishdir;
+ float vel_z = this.velocity_z;
+ vector vel_xy = vec2(this.velocity);
vector vel_perpend = vel_xy - vel_straight * wishdir;
float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
// negative: only apply so much sideways friction to stay below the speed you could get by "braking"
{
float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
- float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
- // assume: fmin > 1
+ float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
+ // assume: themin > 1
// vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
// vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
// vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
// obviously, this cannot be
- if (fmin <= 0)
+ if (themin <= 0)
vel_perpend *= f;
else
{
- fmin = sqrt(fmin);
- vel_perpend *= max(fmin, f);
+ themin = sqrt(themin);
+ vel_perpend *= max(themin, f);
}
}
else
}
}
- self.velocity = vel_xy + vel_z * '0 0 1';
+ this.velocity = vel_xy + vel_z * '0 0 1';
}
-void PM_AirAccelerate(vector wishdir, float wishspeed)
-{SELFPARAM();
+void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
+{
if (wishspeed == 0)
return;
- vector curvel = self.velocity;
+ vector curvel = this.velocity;
curvel_z = 0;
float curspeed = vlen(curvel);
if (wishspeed > curspeed * 1.01)
- wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+ wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
else
{
- float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
- wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
+ float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
+ wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
}
vector wishvel = wishdir * wishspeed;
vector acceldir = wishvel - curvel;
float addspeed = vlen(acceldir);
acceldir = normalize(acceldir);
- float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+ float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
- if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
+ if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
{
vector curdir = normalize(curvel);
float dot = acceldir * curdir;
if (dot < 0)
- acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
+ acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
}
- self.velocity += accelspeed * acceldir;
+ this.velocity += accelspeed * acceldir;
}
returns true if handled
=============
*/
-bool PlayerJump (void)
-{SELFPARAM();
- if (PHYS_FROZEN(self))
+bool PlayerJump(entity this)
+{
+ if (PHYS_FROZEN(this))
return true; // no jumping in freezetag when frozen
#ifdef SVQC
- if (self.player_blocked)
+ if (this.player_blocked)
return true; // no jumping while blocked
#endif
bool doublejump = false;
- float mjumpheight = PHYS_JUMPVELOCITY;
-#ifdef CSQC
- player_multijump = doublejump;
- player_jumpheight = mjumpheight;
-#endif
+ float mjumpheight = PHYS_JUMPVELOCITY(this);
- if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight)
-#ifdef CSQC
- || PM_multijump_checkjump()
-#endif
- ) { return true; }
+ if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
+ return true;
doublejump = player_multijump;
mjumpheight = player_jumpheight;
- if (PHYS_DOUBLEJUMP)
+ if (this.waterlevel >= WATERLEVEL_SWIMMING)
{
- tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
- if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
+ if(this.viewloc)
{
doublejump = true;
-
- // we MUST clip velocity here!
- float f;
- f = self.velocity * trace_plane_normal;
- if (f < 0)
- self.velocity -= f * trace_plane_normal;
+ mjumpheight *= 0.7;
+ }
+ else
+ {
+ this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
+ return true;
}
- }
-
- if (self.waterlevel >= WATERLEVEL_SWIMMING)
- {
- self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
- return true;
}
if (!doublejump)
- if (!IS_ONGROUND(self))
- return IS_JUMP_HELD(self);
+ if (!IS_ONGROUND(this))
+ return IS_JUMP_HELD(this);
- bool track_jump = PHYS_CL_TRACK_CANJUMP(self);
- if(PHYS_TRACK_CANJUMP(self))
+ bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
+ if(PHYS_TRACK_CANJUMP(this))
track_jump = true;
if (track_jump)
- if (IS_JUMP_HELD(self))
+ if (IS_JUMP_HELD(this))
return true;
// sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
{
float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
- if (self.velocity_z < minjumpspeed)
- mjumpheight += minjumpspeed - self.velocity_z;
+ if (this.velocity_z < minjumpspeed)
+ mjumpheight += minjumpspeed - this.velocity_z;
}
if(PHYS_JUMPSPEEDCAP_MAX != "")
{
// don't do jump speedcaps on ramps to preserve old xonotic ramjump style
- tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
+ tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
- if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
+ if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(this)))
{
float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
- if (self.velocity_z > maxjumpspeed)
- mjumpheight -= self.velocity_z - maxjumpspeed;
+ if (this.velocity_z > maxjumpspeed)
+ mjumpheight -= this.velocity_z - maxjumpspeed;
}
}
- if (!WAS_ONGROUND(self))
+ if (!WAS_ONGROUND(this))
{
#ifdef SVQC
if(autocvar_speedmeter)
- LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+ LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
#endif
- if(self.lastground < time - 0.3)
+ if(this.lastground < time - 0.3)
{
- self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
- self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
+ float f = (1 - PHYS_FRICTION_ONLAND(this));
+ this.velocity_x *= f;
+ this.velocity_y *= f;
}
#ifdef SVQC
- if(self.jumppadcount > 1)
- LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
- self.jumppadcount = 0;
+ if(this.jumppadcount > 1)
+ LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
+ this.jumppadcount = 0;
#endif
}
- self.velocity_z += mjumpheight;
+ this.velocity_z += mjumpheight;
- UNSET_ONGROUND(self);
- SET_JUMP_HELD(self);
+ UNSET_ONGROUND(this);
+ SET_JUMP_HELD(this);
#ifdef SVQC
- self.oldvelocity_z = self.velocity_z;
+ this.oldvelocity_z = this.velocity_z;
- animdecide_setaction(self, ANIMACTION_JUMP, true);
+ animdecide_setaction(this, ANIMACTION_JUMP, true);
if (autocvar_g_jump_grunt)
- PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
#endif
return true;
}
-void CheckWaterJump()
-{SELFPARAM();
+void CheckWaterJump(entity this)
+{
// check for a jump-out-of-water
- makevectors(self.v_angle);
- vector start = self.origin;
+ makevectors(this.v_angle);
+ vector start = this.origin;
start_z += 8;
v_forward_z = 0;
normalize(v_forward);
vector end = start + v_forward*24;
- traceline (start, end, true, self);
+ traceline (start, end, true, this);
if (trace_fraction < 1)
{ // solid at waist
- start_z = start_z + self.maxs_z - 8;
+ start_z = start_z + this.maxs_z - 8;
end = start + v_forward*24;
- self.movedir = trace_plane_normal * -50;
- traceline(start, end, true, self);
+ this.movedir = trace_plane_normal * -50;
+ traceline(start, end, true, this);
if (trace_fraction == 1)
{ // open at eye level
- self.velocity_z = 225;
- self.flags |= FL_WATERJUMP;
- SET_JUMP_HELD(self);
-#ifdef SVQC
- self.teleport_time = time + 2; // safety net
-#elif defined(CSQC)
+ this.velocity_z = 225;
+ this.flags |= FL_WATERJUMP;
+ SET_JUMP_HELD(this);
+ #ifdef SVQC
+ PHYS_TELEPORT_TIME(this) = time + 2; // safety net
+ #elif defined(CSQC)
pmove_waterjumptime = time + 2;
-#endif
+ #endif
}
}
}
#define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
#endif
.float jetpack_stopped;
-// Hack: shouldn't need to know about this
-.float multijump_count;
-void CheckPlayerJump()
-{SELFPARAM();
+void CheckPlayerJump(entity this)
+{
#ifdef SVQC
- float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
+ float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
#endif
- if (JETPACK_JUMP(self) < 2)
- ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ if (JETPACK_JUMP(this) < 2)
+ ITEMS_STAT(this) &= ~IT_USING_JETPACK;
- if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+ if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
{
- float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
- float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
- float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
+ float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
+ float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
+ float has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
- if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
- else if (self.jetpack_stopped) { }
+ if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
+ else if (this.jetpack_stopped) { }
else if (!has_fuel)
{
#ifdef SVQC
if (was_flying) // TODO: ran out of fuel message
- Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+ Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
else if (activate)
- Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+ Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
#endif
- self.jetpack_stopped = true;
- ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ this.jetpack_stopped = true;
+ ITEMS_STAT(this) &= ~IT_USING_JETPACK;
}
- else if (activate && !PHYS_FROZEN(self))
- ITEMS_STAT(self) |= IT_USING_JETPACK;
+ else if (activate && !PHYS_FROZEN(this))
+ ITEMS_STAT(this) |= IT_USING_JETPACK;
}
else
{
- self.jetpack_stopped = false;
- ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ this.jetpack_stopped = false;
+ ITEMS_STAT(this) &= ~IT_USING_JETPACK;
}
- if (!PHYS_INPUT_BUTTON_JUMP(self))
- UNSET_JUMP_HELD(self);
+ if (!PHYS_INPUT_BUTTON_JUMP(this))
+ UNSET_JUMP_HELD(this);
- if (self.waterlevel == WATERLEVEL_SWIMMING)
- CheckWaterJump();
+ if (this.waterlevel == WATERLEVEL_SWIMMING)
+ CheckWaterJump(this);
}
float racecar_angle(float forward, float down)
return ret * angle_mult;
}
-void RaceCarPhysics()
-{SELFPARAM();
-#ifdef SVQC
- // using this move type for "big rigs"
- // the engine does not push the entity!
-
- vector rigvel;
-
- vector angles_save = self.angles;
- float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
- float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
-
- if (g_bugrigs_reverse_speeding)
- {
- if (accel < 0)
- {
- // back accel is DIGITAL
- // to prevent speedhack
- if (accel < -0.5)
- accel = -1;
- else
- accel = 0;
- }
- }
-
- self.angles_x = 0;
- self.angles_z = 0;
- makevectors(self.angles); // new forward direction!
-
- if (IS_ONGROUND(self) || g_bugrigs_air_steering)
- {
- float myspeed = self.velocity * v_forward;
- float upspeed = self.velocity * v_up;
-
- // responsiveness factor for steering and acceleration
- float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
- //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
-
- float steerfactor;
- if (myspeed < 0 && g_bugrigs_reverse_spinning)
- steerfactor = -myspeed * g_bugrigs_steer;
- else
- steerfactor = -myspeed * f * g_bugrigs_steer;
-
- float accelfactor;
- if (myspeed < 0 && g_bugrigs_reverse_speeding)
- accelfactor = g_bugrigs_accel;
- else
- accelfactor = f * g_bugrigs_accel;
- //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
-
- if (accel < 0)
- {
- if (myspeed > 0)
- {
- myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
- }
- else
- {
- if (!g_bugrigs_reverse_speeding)
- myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
- }
- }
- else
- {
- if (myspeed >= 0)
- {
- myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
- }
- else
- {
- if (g_bugrigs_reverse_stopping)
- myspeed = 0;
- else
- myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
- }
- }
- // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
- //MAXIMA: friction(v) := g_bugrigs_friction_floor;
-
- self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
- makevectors(self.angles); // new forward direction!
-
- myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
-
- rigvel = myspeed * v_forward + '0 0 1' * upspeed;
- }
- else
- {
- float myspeed = vlen(self.velocity);
-
- // responsiveness factor for steering and acceleration
- float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
- float steerfactor = -myspeed * f;
- self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
-
- rigvel = self.velocity;
- makevectors(self.angles); // new forward direction!
- }
-
- rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
- //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
- //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
- //MAXIMA: solve(total_acceleration(v) = 0, v);
-
- if (g_bugrigs_planar_movement)
- {
- vector rigvel_xy, neworigin, up;
- float mt;
-
- rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
- rigvel_xy = vec2(rigvel);
-
- if (g_bugrigs_planar_movement_car_jumping)
- mt = MOVE_NORMAL;
- else
- mt = MOVE_NOMONSTERS;
-
- tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
- up = trace_endpos - self.origin;
-
- // BUG RIGS: align the move to the surface instead of doing collision testing
- // can we move?
- tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
-
- // align to surface
- tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
-
- if (trace_fraction < 0.5)
- {
- trace_fraction = 1;
- neworigin = self.origin;
- }
- else
- neworigin = trace_endpos;
-
- if (trace_fraction < 1)
- {
- // now set angles_x so that the car points parallel to the surface
- self.angles = vectoangles(
- '1 0 0' * v_forward_x * trace_plane_normal_z
- +
- '0 1 0' * v_forward_y * trace_plane_normal_z
- +
- '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
- );
- SET_ONGROUND(self);
- }
- else
- {
- // now set angles_x so that the car points forward, but is tilted in velocity direction
- UNSET_ONGROUND(self);
- }
-
- self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
- self.movetype = MOVETYPE_NOCLIP;
- }
- else
- {
- rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
- self.velocity = rigvel;
- self.movetype = MOVETYPE_FLY;
- }
-
- trace_fraction = 1;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
- if (trace_fraction != 1)
- {
- self.angles = vectoangles2(
- '1 0 0' * v_forward_x * trace_plane_normal_z
- +
- '0 1 0' * v_forward_y * trace_plane_normal_z
- +
- '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
- trace_plane_normal
- );
- }
- else
- {
- vector vel_local;
-
- vel_local_x = v_forward * self.velocity;
- vel_local_y = v_right * self.velocity;
- vel_local_z = v_up * self.velocity;
-
- self.angles_x = racecar_angle(vel_local_x, vel_local_z);
- self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
- }
-
- // smooth the angles
- vector vf1, vu1, smoothangles;
- makevectors(self.angles);
- float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
- if (f == 0)
- f = 1;
- vf1 = v_forward * f;
- vu1 = v_up * f;
- makevectors(angles_save);
- vf1 = vf1 + v_forward * (1 - f);
- vu1 = vu1 + v_up * (1 - f);
- smoothangles = vectoangles2(vf1, vu1);
- self.angles_x = -smoothangles_x;
- self.angles_z = smoothangles_z;
-#endif
-}
-
string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
.float specialcommand_pos;
void SpecialCommand()
{
#ifdef SVQC
-#ifdef TETRIS
- TetrisImpulse();
-#else
- if (!CheatImpulse(99))
+ if (!CheatImpulse(CHIMPULSE_GIVE_ALL.impulse))
LOG_INFO("A hollow voice says \"Plugh\".\n");
#endif
-#endif
-}
-
-void PM_check_race_movetime(void)
-{SELFPARAM();
-#ifdef SVQC
- self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
- float f = floor(self.race_movetime_frac);
- self.race_movetime_frac -= f;
- self.race_movetime_count += f;
- self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
-#endif
}
-float PM_check_specialcommand(float buttons)
-{SELFPARAM();
+float PM_check_specialcommand(entity this, float buttons)
+{
#ifdef SVQC
string c;
if (!buttons)
else
c = "?";
- if (c == substring(specialcommand, self.specialcommand_pos, 1))
+ if (c == substring(specialcommand, this.specialcommand_pos, 1))
{
- self.specialcommand_pos += 1;
- if (self.specialcommand_pos >= strlen(specialcommand))
+ this.specialcommand_pos += 1;
+ if (this.specialcommand_pos >= strlen(specialcommand))
{
- self.specialcommand_pos = 0;
+ this.specialcommand_pos = 0;
SpecialCommand();
return true;
}
}
- else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
- self.specialcommand_pos = 0;
+ else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
+ this.specialcommand_pos = 0;
#endif
return false;
}
-void PM_check_nickspam(void)
-{SELFPARAM();
+void PM_check_nickspam(entity this)
+{
#ifdef SVQC
- if (time >= self.nickspamtime)
+ if (time >= this.nickspamtime)
return;
- if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
+ if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
{
// slight annoyance for nick change scripts
- self.movement = -1 * self.movement;
- self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
+ this.movement = -1 * this.movement;
+ this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
- 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!
+ if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
{
- self.v_angle_x = random() * 360;
- self.v_angle_y = random() * 360;
+ this.v_angle_x = random() * 360;
+ this.v_angle_y = random() * 360;
// at least I'm not forcing retardedview by also assigning to angles_z
- self.fixangle = true;
+ this.fixangle = true;
}
}
#endif
}
-void PM_check_punch()
-{SELFPARAM();
+void PM_check_punch(entity this)
+{
#ifdef SVQC
- if (self.punchangle != '0 0 0')
+ if (this.punchangle != '0 0 0')
{
- float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
+ float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
if (f > 0)
- self.punchangle = normalize(self.punchangle) * f;
+ this.punchangle = normalize(this.punchangle) * f;
else
- self.punchangle = '0 0 0';
+ this.punchangle = '0 0 0';
}
- if (self.punchvector != '0 0 0')
+ if (this.punchvector != '0 0 0')
{
- float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
+ float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
if (f > 0)
- self.punchvector = normalize(self.punchvector) * f;
+ this.punchvector = normalize(this.punchvector) * f;
else
- self.punchvector = '0 0 0';
+ this.punchvector = '0 0 0';
}
#endif
}
-void PM_check_spider(void)
-{SELFPARAM();
-#ifdef SVQC
- if (time >= self.spider_slowness)
- return;
- PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
- PHYS_MAXAIRSPEED(self) *= 0.5;
- PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
- PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
-#endif
-}
-
// predict frozen movement, as frozen players CAN move in some cases
-void PM_check_frozen(void)
-{SELFPARAM();
- if (!PHYS_FROZEN(self))
+void PM_check_frozen(entity this)
+{
+ if (!PHYS_FROZEN(this))
return;
- if (PHYS_DODGING_FROZEN
+ if (PHYS_DODGING_FROZEN(this)
#ifdef SVQC
- && IS_REAL_CLIENT(self)
+ && IS_REAL_CLIENT(this)
#endif
)
{
- self.movement_x = bound(-5, self.movement.x, 5);
- self.movement_y = bound(-5, self.movement.y, 5);
- self.movement_z = bound(-5, self.movement.z, 5);
+ this.movement_x = bound(-5, this.movement.x, 5);
+ this.movement_y = bound(-5, this.movement.y, 5);
+ this.movement_z = bound(-5, this.movement.z, 5);
}
else
- self.movement = '0 0 0';
+ this.movement = '0 0 0';
- vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ vector midpoint = ((this.absmin + this.absmax) * 0.5);
if (pointcontents(midpoint) == CONTENT_WATER)
{
- self.velocity = self.velocity * 0.5;
+ this.velocity = this.velocity * 0.5;
if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
- self.velocity_z = 200;
+ this.velocity_z = 200;
}
}
-void PM_check_hitground()
-{SELFPARAM();
+void PM_check_hitground(entity this)
+{
#ifdef SVQC
- if (IS_ONGROUND(self))
- if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
- if (self.wasFlying)
- {
- self.wasFlying = 0;
- if (self.waterlevel < WATERLEVEL_SWIMMING)
- if (time >= self.ladder_time)
- if (!self.hook)
- {
- self.nextstep = time + 0.3 + random() * 0.1;
- trace_dphitq3surfaceflags = 0;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
- if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
- {
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- else
- GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- }
- }
- }
+ if (!this.wasFlying) return;
+ this.wasFlying = false;
+ if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
+ if (time < this.ladder_time) return;
+ if (this.hook) return;
+ this.nextstep = time + 0.3 + random() * 0.1;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
+ entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+ ? GS_FALL_METAL
+ : GS_FALL;
+ GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
#endif
}
-void PM_check_blocked(void)
-{SELFPARAM();
-#ifdef SVQC
- if (!self.player_blocked)
- return;
- self.movement = '0 0 0';
- self.disableclientprediction = 1;
-#endif
-}
-
-#ifdef SVQC
-float speedaward_lastsent;
-float speedaward_lastupdate;
-#endif
-void PM_check_race(void)
-{SELFPARAM();
+void PM_Footsteps(entity this)
+{
#ifdef SVQC
- if(!(g_cts || g_race))
- return;
- if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
- {
- speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
- speedaward_holder = self.netname;
- speedaward_uid = self.crypto_idfp;
- speedaward_lastupdate = time;
- }
- if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
+ if (!g_footsteps) return;
+ if (IS_DUCKED(this)) return;
+ if (time >= this.lastground + 0.2) return;
+ if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;
+ if ((time > this.nextstep) || (time < (this.nextstep - 10.0)))
{
- string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
- race_send_speedaward(MSG_ALL);
- speedaward_lastsent = speedaward_speed;
- if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
- {
- speedaward_alltimebest = speedaward_speed;
- speedaward_alltimebest_holder = speedaward_holder;
- speedaward_alltimebest_uid = speedaward_uid;
- db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
- db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
- race_send_speedaward_alltimebest(MSG_ALL);
- }
+ this.nextstep = time + 0.3 + random() * 0.1;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
+ entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+ ? GS_STEP_METAL
+ : GS_STEP;
+ GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
}
#endif
}
-void PM_check_vortex(void)
-{SELFPARAM();
+void PM_check_blocked(entity this)
+{
#ifdef SVQC
- // WEAPONTODO
- float xyspeed = vlen(vec2(self.velocity));
- if (self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
- {
- // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
- xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
- float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
- // add the extra charge
- self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
- }
+ if (!this.player_blocked)
+ return;
+ this.movement = '0 0 0';
+ this.disableclientprediction = 1;
#endif
}
-void PM_fly(float maxspd_mod)
-{SELFPARAM();
+void PM_fly(entity this, float maxspd_mod)
+{
// noclipping or flying
- UNSET_ONGROUND(self);
-
- self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
- makevectors(self.v_angle);
- //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
- vector wishvel = v_forward * self.movement.x
- + v_right * self.movement.y
- + '0 0 1' * self.movement.z;
+ UNSET_ONGROUND(this);
+
+ this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
+ makevectors(this.v_angle);
+ //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+ vector wishvel = v_forward * this.movement.x
+ + v_right * this.movement.y
+ + '0 0 1' * this.movement.z;
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
#ifdef SVQC
- if (time >= self.teleport_time)
+ if(time >= PHYS_TELEPORT_TIME(this))
#endif
- PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move();
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move(this);
}
-void PM_swim(float maxspd_mod)
-{SELFPARAM();
+void PM_swim(entity this, float maxspd_mod)
+{
// swimming
- UNSET_ONGROUND(self);
+ UNSET_ONGROUND(this);
- float jump = PHYS_INPUT_BUTTON_JUMP(self);
+ float jump = PHYS_INPUT_BUTTON_JUMP(this);
// water jump only in certain situations
// this mimics quakeworld code
- if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
+ if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc)
{
- vector yawangles = '0 1 0' * self.v_angle.y;
+ vector yawangles = '0 1 0' * this.v_angle.y;
makevectors(yawangles);
vector forward = v_forward;
- vector spot = self.origin + 24 * forward;
+ vector spot = this.origin + 24 * forward;
spot_z += 8;
- traceline(spot, spot, MOVE_NOMONSTERS, self);
+ traceline(spot, spot, MOVE_NOMONSTERS, this);
if (trace_startsolid)
{
spot_z += 24;
- traceline(spot, spot, MOVE_NOMONSTERS, self);
+ traceline(spot, spot, MOVE_NOMONSTERS, this);
if (!trace_startsolid)
{
- self.velocity = forward * 50;
- self.velocity_z = 310;
+ this.velocity = forward * 50;
+ this.velocity_z = 310;
+ #ifdef CSQC
pmove_waterjumptime = 2;
- UNSET_ONGROUND(self);
- SET_JUMP_HELD(self);
+ #endif
+ UNSET_ONGROUND(this);
+ SET_JUMP_HELD(this);
}
}
}
- makevectors(self.v_angle);
- //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
- vector wishvel = v_forward * self.movement.x
- + v_right * self.movement.y
- + '0 0 1' * self.movement.z;
- if (wishvel == '0 0 0')
+ makevectors(this.v_angle);
+ //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+ vector wishvel = v_forward * this.movement.x
+ + v_right * this.movement.y
+ + '0 0 1' * this.movement.z;
+ if(this.viewloc)
+ wishvel.z = -160; // drift anyway
+ else if (wishvel == '0 0 0')
wishvel = '0 0 -60'; // drift towards bottom
+
vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
- if (IS_DUCKED(self))
+ if (IS_DUCKED(this))
wishspeed *= 0.5;
// if (pmove_waterjumptime <= 0) // TODO: use
{
// water friction
- float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
+ float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
f = min(max(0, f), 1);
- self.velocity *= f;
+ this.velocity *= f;
- f = wishspeed - self.velocity * wishdir;
+ f = wishspeed - this.velocity * wishdir;
if (f > 0)
{
- float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
- self.velocity += accelspeed * wishdir;
+ float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
+ this.velocity += accelspeed * wishdir;
}
// holding jump button swims upward slowly
- if (jump)
+ if (jump && !this.viewloc)
{
#if 0
- if (self.watertype & CONTENT_LAVA)
- self.velocity_z = 50;
- else if (self.watertype & CONTENT_SLIME)
- self.velocity_z = 80;
+ if (this.watertype & CONTENT_LAVA)
+ this.velocity_z = 50;
+ else if (this.watertype & CONTENT_SLIME)
+ this.velocity_z = 80;
else
{
if (IS_NEXUIZ_DERIVED(gamemode))
#endif
- self.velocity_z = 200;
+ this.velocity_z = 200;
#if 0
else
- self.velocity_z = 100;
+ this.velocity_z = 100;
}
#endif
}
}
- // water acceleration
- PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move();
+ if(this.viewloc)
+ {
+ const float addspeed = wishspeed - this.velocity * wishdir;
+ if (addspeed > 0)
+ {
+ const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
+ this.velocity += accelspeed * wishdir;
+ }
+ }
+ else
+ {
+ // water acceleration
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move(this);
+ }
}
-void PM_ladder(float maxspd_mod)
-{SELFPARAM();
+.vector oldmovement;
+void PM_ladder(entity this, float maxspd_mod)
+{
// on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
- UNSET_ONGROUND(self);
+ UNSET_ONGROUND(this);
float g;
- g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
- if (PHYS_ENTGRAVITY(self))
- g *= PHYS_ENTGRAVITY(self);
+ g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
+ if (PHYS_ENTGRAVITY(this))
+ g *= PHYS_ENTGRAVITY(this);
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
{
g *= 0.5;
- self.velocity_z += g;
+ this.velocity_z += g;
}
- self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
- makevectors(self.v_angle);
- //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
- vector wishvel = v_forward * self.movement_x
- + v_right * self.movement_y
- + '0 0 1' * self.movement_z;
- self.velocity_z += g;
- if (self.ladder_entity.classname == "func_water")
+ this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
+ makevectors(this.v_angle);
+ //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+ vector wishvel = v_forward * this.movement_x
+ + v_right * this.movement_y
+ + '0 0 1' * this.movement_z;
+ if(this.viewloc)
+ wishvel.z = this.oldmovement.x;
+ this.velocity_z += g;
+ if (this.ladder_entity.classname == "func_water")
{
float f = vlen(wishvel);
- if (f > self.ladder_entity.speed)
- wishvel *= (self.ladder_entity.speed / f);
-
- self.watertype = self.ladder_entity.skin;
- f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
- if ((self.origin_z + self.view_ofs_z) < f)
- self.waterlevel = WATERLEVEL_SUBMERGED;
- else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
- self.waterlevel = WATERLEVEL_SWIMMING;
- else if ((self.origin_z + self.mins_z + 1) < f)
- self.waterlevel = WATERLEVEL_WETFEET;
+ if (f > this.ladder_entity.speed)
+ wishvel *= (this.ladder_entity.speed / f);
+
+ this.watertype = this.ladder_entity.skin;
+ f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
+ if ((this.origin_z + this.view_ofs_z) < f)
+ this.waterlevel = WATERLEVEL_SUBMERGED;
+ else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
+ this.waterlevel = WATERLEVEL_SWIMMING;
+ else if ((this.origin_z + this.mins_z + 1) < f)
+ this.waterlevel = WATERLEVEL_WETFEET;
else
{
- self.waterlevel = WATERLEVEL_NONE;
- self.watertype = CONTENT_EMPTY;
+ this.waterlevel = WATERLEVEL_NONE;
+ this.watertype = CONTENT_EMPTY;
}
}
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
-#ifdef SVQC
- if (time >= self.teleport_time)
-#endif
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
+ if(time >= PHYS_TELEPORT_TIME(this))
// water acceleration
- PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move();
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move(this);
}
-void PM_jetpack(float maxspd_mod)
-{SELFPARAM();
- //makevectors(self.v_angle.y * '0 1 0');
- makevectors(self.v_angle);
- vector wishvel = v_forward * self.movement_x
- + v_right * self.movement_y;
+void PM_jetpack(entity this, float maxspd_mod)
+{
+ //makevectors(this.v_angle.y * '0 1 0');
+ makevectors(this.v_angle);
+ vector wishvel = v_forward * this.movement_x
+ + v_right * this.movement_y;
// add remaining speed as Z component
- float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
+ float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
// fix speedhacks :P
wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
// add the unused velocity as up component
wishvel_z = 0;
- // if (self.BUTTON_JUMP)
+ // if (this.BUTTON_JUMP)
wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
// it is now normalized, so...
- float a_side = PHYS_JETPACK_ACCEL_SIDE;
- float a_up = PHYS_JETPACK_ACCEL_UP;
- float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
+ float a_side = PHYS_JETPACK_ACCEL_SIDE(this);
+ float a_up = PHYS_JETPACK_ACCEL_UP(this);
+ float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
wishvel_x *= a_side;
wishvel_y *= a_side;
//print("best possible acceleration: ", ftos(best), "\n");
float fxy, fz;
- fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
- if (wishvel_z - PHYS_GRAVITY > 0)
- fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+ fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE(this), 1);
+ if (wishvel_z - PHYS_GRAVITY(this) > 0)
+ fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
else
- fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+ fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
float fvel;
fvel = vlen(wishvel);
wishvel_x *= fxy;
wishvel_y *= fxy;
- wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
+ wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
fvel = min(1, vlen(wishvel) / best);
- if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
- f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
+ if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+ f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel));
else
f = 1;
if (f > 0 && wishvel != '0 0 0')
{
- self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
- UNSET_ONGROUND(self);
+ this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
+ UNSET_ONGROUND(this);
#ifdef SVQC
- if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
- self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
+ if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+ this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel * f;
- ITEMS_STAT(self) |= IT_USING_JETPACK;
+ ITEMS_STAT(this) |= IT_USING_JETPACK;
// jetpack also inhibits health regeneration, but only for 1 second
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+ this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
#endif
}
#ifdef CSQC
- float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
- else
- self.velocity_z -= g;
- PM_ClientMovement_Move();
- if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
+ if(autocvar_cl_movement == 3)
+ {
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
+ this.velocity_z -= g * 0.5;
+ else
+ this.velocity_z -= g;
+ }
+ PM_ClientMovement_Move(this);
+ if(autocvar_cl_movement == 3)
+ {
+ if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ this.velocity_z -= g * 0.5;
+ }
#endif
}
-void PM_walk(float buttons_prev, float maxspd_mod)
-{SELFPARAM();
- if (!WAS_ONGROUND(self))
+void PM_walk(entity this, float maxspd_mod)
+{
+ if (!WAS_ONGROUND(this))
{
#ifdef SVQC
if (autocvar_speedmeter)
- LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+ LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
#endif
- if (self.lastground < time - 0.3)
- self.velocity *= (1 - PHYS_FRICTION_ONLAND);
+ if (this.lastground < time - 0.3)
+ this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
#ifdef SVQC
- if (self.jumppadcount > 1)
- LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
- self.jumppadcount = 0;
+ if (this.jumppadcount > 1)
+ LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
+ this.jumppadcount = 0;
#endif
}
// walking
- makevectors(self.v_angle.y * '0 1 0');
- vector wishvel = v_forward * self.movement.x
- + v_right * self.movement.y;
+ makevectors(this.v_angle.y * '0 1 0');
+ const vector wishvel = v_forward * this.movement.x
+ + v_right * this.movement.y;
// acceleration
- vector wishdir = normalize(wishvel);
+ const vector wishdir = normalize(wishvel);
float wishspeed = vlen(wishvel);
-
- wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
- if (IS_DUCKED(self))
- wishspeed *= 0.5;
+ wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
+ if (IS_DUCKED(this)) wishspeed *= 0.5;
// apply edge friction
- float f = vlen(vec2(self.velocity));
- if (f > 0)
+ const float f2 = vlen2(vec2(this.velocity));
+ if (f2 > 0)
{
- float realfriction;
trace_dphitq3surfaceflags = 0;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+ tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
// TODO: apply edge friction
// apply ground friction
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
- realfriction = PHYS_FRICTION_SLICK;
- else
- realfriction = PHYS_FRICTION;
+ const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+ ? PHYS_FRICTION_SLICK(this)
+ : PHYS_FRICTION(this);
- f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
+ float f = sqrt(f2);
+ f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
f = max(0, f);
- self.velocity *= f;
+ this.velocity *= f;
/*
Mathematical analysis time!
Our goal is to invert this mess.
For the two cases we get:
- v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
- = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
- v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+ v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
+ = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
+ v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
and
- v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
- v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
+ v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
These cases would be chosen ONLY if:
- v0 < PHYS_STOPSPEED
- v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
- v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ v0 < PHYS_STOPSPEED(this)
+ v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
+ v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
and, respectively:
- v0 >= PHYS_STOPSPEED
- v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
- v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ v0 >= PHYS_STOPSPEED(this)
+ v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
+ v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
*/
}
- float addspeed = wishspeed - self.velocity * wishdir;
+ const float addspeed = wishspeed - this.velocity * wishdir;
if (addspeed > 0)
{
- float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
- self.velocity += accelspeed * wishdir;
+ const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
+ this.velocity += accelspeed * wishdir;
}
- float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
- if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
- self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
- if (self.velocity * self.velocity)
- PM_ClientMovement_Move();
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
- self.velocity_z -= g * 0.5;
+#ifdef CSQC
+ float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
+ if(autocvar_cl_movement == 3)
+ {
+ if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
+ }
+ if (vdist(this.velocity, >, 0))
+ PM_ClientMovement_Move(this);
+ if(autocvar_cl_movement == 3)
+ {
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
+ this.velocity_z -= g * 0.5;
+ }
+#endif
}
-void PM_air(float buttons_prev, float maxspd_mod)
-{SELFPARAM();
- makevectors(self.v_angle.y * '0 1 0');
- vector wishvel = v_forward * self.movement.x
- + v_right * self.movement.y;
+void PM_air(entity this, float buttons_prev, float maxspd_mod)
+{
+ makevectors(this.v_angle.y * '0 1 0');
+ vector wishvel = v_forward * this.movement.x
+ + v_right * this.movement.y;
// acceleration
vector wishdir = normalize(wishvel);
float wishspeed = vlen(wishvel);
#ifdef SVQC
- if (time >= self.teleport_time)
-#else
- if (pmove_waterjumptime <= 0)
+ if(time >= PHYS_TELEPORT_TIME(this))
+#elif defined(CSQC)
+ if(pmove_waterjumptime <= 0)
#endif
{
- float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
+ float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
// apply air speed limit
- float airaccelqw = PHYS_AIRACCEL_QW(self);
+ float airaccelqw = PHYS_AIRACCEL_QW(this);
float wishspeed0 = wishspeed;
wishspeed = min(wishspeed, maxairspd);
- if (IS_DUCKED(self))
+ if (IS_DUCKED(this))
wishspeed *= 0.5;
- float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
+ float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
- float accelerating = (self.velocity * wishdir > 0);
+ float accelerating = (this.velocity * wishdir > 0);
float wishspeed2 = wishspeed;
// CPM: air control
- if (PHYS_AIRSTOPACCELERATE)
+ if (PHYS_AIRSTOPACCELERATE(this))
{
- vector curdir = normalize(vec2(self.velocity));
- airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+ vector curdir = normalize(vec2(this.velocity));
+ airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
}
// note that for straight forward jumping:
// step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
// dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
// log dv/dt = logaccel + logmaxspeed (when slow)
// log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
- float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
- if (PHYS_MAXAIRSTRAFESPEED)
- wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
- if (PHYS_AIRSTRAFEACCELERATE(self))
- airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
- if (PHYS_AIRSTRAFEACCEL_QW(self))
+ float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
+ if (PHYS_MAXAIRSTRAFESPEED(this))
+ wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
+ if (PHYS_AIRSTRAFEACCELERATE(this))
+ airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
+ if (PHYS_AIRSTRAFEACCEL_QW(this))
airaccelqw =
- (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
+ (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
*
- (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
+ (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
// !CPM
- if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
- PM_AirAccelerate(wishdir, wishspeed2);
+ if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
+ PM_AirAccelerate(this, wishdir, wishspeed2);
else
- PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
- if (PHYS_AIRCONTROL)
- CPM_PM_Aircontrol(wishdir, wishspeed2);
+ if (PHYS_AIRCONTROL(this))
+ CPM_PM_Aircontrol(this, wishdir, wishspeed2);
}
- float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+#ifdef CSQC
+ float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
+ if(autocvar_cl_movement == 3)
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
+ this.velocity_z -= g * 0.5;
else
- self.velocity_z -= g;
- PM_ClientMovement_Move();
- if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ this.velocity_z -= g;
+#endif
+ PM_ClientMovement_Move(this);
+#ifdef CSQC
+ if(autocvar_cl_movement == 3)
+ if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
+ this.velocity_z -= g * 0.5;
+#endif
}
// used for calculating airshots
-bool IsFlying(entity a)
+bool IsFlying(entity this)
{
- if(IS_ONGROUND(a))
+ if(IS_ONGROUND(this))
return false;
- if(a.waterlevel >= WATERLEVEL_SWIMMING)
+ if(this.waterlevel >= WATERLEVEL_SWIMMING)
return false;
- traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
+ traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
if(trace_fraction < 1)
return false;
return true;
}
-void PM_Main()
-{SELFPARAM();
- int buttons = PHYS_INPUT_BUTTON_MASK(self);
+void PM_Main(entity this)
+{
+ int buttons = PHYS_INPUT_BUTTON_MASK(this);
#ifdef CSQC
- self.items = getstati(STAT_ITEMS, 0, 24);
+ this.items = STAT(ITEMS);
- self.movement = PHYS_INPUT_MOVEVALUES(self);
+ this.movement = PHYS_INPUT_MOVEVALUES(this);
- vector oldv_angle = self.v_angle;
- vector oldangles = self.angles; // we need to save these, as they're abused by other code
- self.v_angle = PHYS_INPUT_ANGLES(self);
- self.angles = PHYS_WORLD_ANGLES(self);
+ this.spectatorspeed = STAT(SPECTATORSPEED);
- self.team = myteam + 1; // is this correct?
- if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
- UNSET_JUMP_HELD(self); // canjump = true
+ vector oldv_angle = this.v_angle;
+ vector oldangles = this.angles; // we need to save these, as they're abused by other code
+ this.v_angle = PHYS_INPUT_ANGLES(this);
+ this.angles = PHYS_WORLD_ANGLES(this);
+
+ this.team = myteam + 1; // is this correct?
+ if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
+ UNSET_JUMP_HELD(this); // canjump = true
pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
- PM_ClientMovement_UpdateStatus(true);
+ PM_ClientMovement_UpdateStatus(this, true);
#endif
+ this.oldmovement = this.movement;
+
#ifdef SVQC
WarpZone_PlayerPhysics_FixVAngle();
#endif
float maxspeed_mod = 1;
- maxspeed_mod *= PHYS_HIGHSPEED;
+ maxspeed_mod *= PHYS_HIGHSPEED(this);
#ifdef SVQC
- Physics_UpdateStats(maxspeed_mod);
+ Physics_UpdateStats(this, maxspeed_mod);
- if (self.PlayerPhysplug)
- if (self.PlayerPhysplug())
+ if (this.PlayerPhysplug)
+ if (this.PlayerPhysplug())
return;
#endif
- PM_check_race_movetime();
#ifdef SVQC
- anticheat_physics();
+ anticheat_physics(this);
#endif
- if (PM_check_specialcommand(buttons))
+ if (PM_check_specialcommand(this, buttons))
return;
#ifdef SVQC
if (sv_maxidle > 0)
{
- if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
- self.parm_idlesince = time;
+ if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
+ this.parm_idlesince = time;
}
#endif
- int buttons_prev = self.buttons_old;
- self.buttons_old = buttons;
- self.movement_old = self.movement;
- self.v_angle_old = self.v_angle;
+ int buttons_prev = this.buttons_old;
+ this.buttons_old = buttons;
+ this.movement_old = this.movement;
+ this.v_angle_old = this.v_angle;
- PM_check_nickspam();
+ PM_check_nickspam(this);
- PM_check_punch();
+ PM_check_punch(this);
#ifdef SVQC
- if (IS_BOT_CLIENT(self))
+ if (IS_BOT_CLIENT(this))
{
- if (playerdemo_read())
+ if (playerdemo_read(this))
return;
- bot_think();
+ WITH(entity, self, this, bot_think());
}
-
- if (IS_PLAYER(self))
-#endif
- {
-#ifdef SVQC
- if (self.race_penalty)
- if (time > self.race_penalty)
- self.race_penalty = 0;
#endif
- bool not_allowed_to_move = false;
-#ifdef SVQC
- if (self.race_penalty)
- not_allowed_to_move = true;
-#endif
#ifdef SVQC
- if (time < game_starttime)
- not_allowed_to_move = true;
-#endif
-
- if (not_allowed_to_move)
+ if (IS_PLAYER(this))
+ {
+ const bool allowed_to_move = (time >= game_starttime);
+ if (!allowed_to_move)
{
- self.velocity = '0 0 0';
- self.movetype = MOVETYPE_NONE;
-#ifdef SVQC
- self.disableclientprediction = 2;
-#endif
+ this.velocity = '0 0 0';
+ this.movetype = MOVETYPE_NONE;
+ this.disableclientprediction = 2;
}
-#ifdef SVQC
- else if (self.disableclientprediction == 2)
+ else if (this.disableclientprediction == 2)
{
- if (self.movetype == MOVETYPE_NONE)
- self.movetype = MOVETYPE_WALK;
- self.disableclientprediction = 0;
+ if (this.movetype == MOVETYPE_NONE)
+ this.movetype = MOVETYPE_WALK;
+ this.disableclientprediction = 0;
}
-#endif
}
+#endif
#ifdef SVQC
- if (self.movetype == MOVETYPE_NONE)
+ if (this.movetype == MOVETYPE_NONE)
return;
// when we get here, disableclientprediction cannot be 2
- self.disableclientprediction = 0;
+ this.disableclientprediction = 0;
#endif
- viewloc_PlayerPhysics();
+ viewloc_PlayerPhysics(this);
- PM_check_spider();
+ PM_check_frozen(this);
- PM_check_frozen();
-
- PM_check_blocked();
+ PM_check_blocked(this);
maxspeed_mod = 1;
- if (self.in_swamp)
- maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
+ if (this.in_swamp)
+ maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
// conveyors: first fix velocity
- if (self.conveyor.state)
- self.velocity -= self.conveyor.movedir;
-
-#ifdef SVQC
- MUTATOR_CALLHOOK(PlayerPhysics);
-#endif
-#ifdef CSQC
- PM_multijump();
-#endif
+ if (this.conveyor.state)
+ this.velocity -= this.conveyor.movedir;
-// float forcedodge = 1;
-// if(forcedodge) {
-//#ifdef CSQC
-// PM_dodging_checkpressedkeys();
-//#endif
-// PM_dodging();
-// PM_ClientMovement_Move();
-// return;
-// }
+ MUTATOR_CALLHOOK(PlayerPhysics, this);
-#ifdef SVQC
- if (!IS_PLAYER(self))
+ if (!IS_PLAYER(this))
{
+#ifdef SVQC
maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
- if (!self.spectatorspeed)
- self.spectatorspeed = maxspeed_mod;
- if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
+ if (!this.spectatorspeed)
+ this.spectatorspeed = maxspeed_mod;
+ if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
{
- if (self.lastclassname != "player")
+ if (this.lastclassname != "player")
{
- if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
- self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
- else if (self.impulse == 11)
- self.spectatorspeed = maxspeed_mod;
- else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
- self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
- else if (self.impulse >= 1 && self.impulse <= 9)
- self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
+ if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
+ this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
+ else if (this.impulse == 11)
+ this.spectatorspeed = maxspeed_mod;
+ else if (this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
+ this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
+ else if (this.impulse >= 1 && this.impulse <= 9)
+ this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
} // otherwise just clear
- self.impulse = 0;
+ this.impulse = 0;
}
- maxspeed_mod = self.spectatorspeed;
+#endif
+ maxspeed_mod = this.spectatorspeed;
}
+#ifdef SVQC
- float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
- if(self.speed != spd)
+ float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
+ if(this.speed != spd)
{
- self.speed = spd;
+ this.speed = spd;
string temps = ftos(spd);
- stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
- stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
- stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
- stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
+ stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
+ stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
+ stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
+ stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
}
- if(self.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
+ if(this.jumpspeedcap_min != autocvar_sv_jumpspeedcap_min)
{
- self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
- stuffcmd(self, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
+ this.jumpspeedcap_min = autocvar_sv_jumpspeedcap_min;
+ stuffcmd(this, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
}
- if(self.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
+ if(this.jumpspeedcap_max != autocvar_sv_jumpspeedcap_max)
{
- self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
- stuffcmd(self, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
+ this.jumpspeedcap_max = autocvar_sv_jumpspeedcap_max;
+ stuffcmd(this, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
}
#endif
- if(PHYS_DEAD(self))
+ if(PHYS_DEAD(this))
{
// handle water here
- vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ vector midpoint = ((this.absmin + this.absmax) * 0.5);
if(pointcontents(midpoint) == CONTENT_WATER)
{
- self.velocity = self.velocity * 0.5;
+ this.velocity = this.velocity * 0.5;
// do we want this?
//if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
- //{ self.velocity_z = 70; }
+ //{ this.velocity_z = 70; }
}
goto end;
}
#ifdef SVQC
- if (!self.fixangle && !g_bugrigs)
- self.angles = '0 1 0' * self.v_angle.y;
+ if (!this.fixangle)
+ this.angles = '0 1 0' * this.v_angle.y;
#endif
- PM_check_hitground();
+ if (IS_PLAYER(this) && IS_ONGROUND(this))
+ {
+ PM_check_hitground(this);
+ PM_Footsteps(this);
+ }
- if(IsFlying(self))
- self.wasFlying = 1;
+ if(IsFlying(this))
+ this.wasFlying = 1;
- if (IS_PLAYER(self))
- CheckPlayerJump();
+ if (IS_PLAYER(this))
+ CheckPlayerJump(this);
- if (self.flags & FL_WATERJUMP)
+ if (this.flags & FL_WATERJUMP)
{
- self.velocity_x = self.movedir_x;
- self.velocity_y = self.movedir_y;
- if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
+ this.velocity_x = this.movedir.x;
+ this.velocity_y = this.movedir.y;
+ if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE)
{
- self.flags &= ~FL_WATERJUMP;
- self.teleport_time = 0;
+ this.flags &= ~FL_WATERJUMP;
+ PHYS_TELEPORT_TIME(this) = 0;
}
}
+ else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
+ { }
+
#ifdef SVQC
- else if (g_bugrigs && IS_PLAYER(self))
- RaceCarPhysics();
+ else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
+#elif defined(CSQC)
+ else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
#endif
+ PM_fly(this, maxspeed_mod);
- else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS_STAT(self) & BUFF_FLIGHT.m_itemid))
- PM_fly(maxspeed_mod);
+ else if (this.waterlevel >= WATERLEVEL_SWIMMING)
+ PM_swim(this, maxspeed_mod);
- else if (self.waterlevel >= WATERLEVEL_SWIMMING)
- PM_swim(maxspeed_mod);
+ else if (time < this.ladder_time)
+ PM_ladder(this, maxspeed_mod);
- else if (time < self.ladder_time)
- PM_ladder(maxspeed_mod);
+ else if (ITEMS_STAT(this) & IT_USING_JETPACK)
+ PM_jetpack(this, maxspeed_mod);
- else if (ITEMS_STAT(self) & IT_USING_JETPACK)
- PM_jetpack(maxspeed_mod);
-
- else if (IS_ONGROUND(self))
- PM_walk(buttons_prev, maxspeed_mod);
+ else if (IS_ONGROUND(this))
+ PM_walk(this, maxspeed_mod);
else
- PM_air(buttons_prev, maxspeed_mod);
-
-#ifdef SVQC
- if (!IS_OBSERVER(self))
- PM_check_race();
-#endif
- PM_check_vortex();
+ PM_air(this, buttons_prev, maxspeed_mod);
:end
- if (IS_ONGROUND(self))
- self.lastground = time;
+ if (IS_ONGROUND(this))
+ this.lastground = time;
// conveyors: then break velocity again
- if(self.conveyor.state)
- self.velocity += self.conveyor.movedir;
+ if(this.conveyor.state)
+ this.velocity += this.conveyor.movedir;
- self.lastflags = self.flags;
+ this.lastflags = this.flags;
- self.lastclassname = self.classname;
+ this.lastclassname = this.classname;
#ifdef CSQC
- self.v_angle = oldv_angle;
- self.angles = oldangles;
+ this.v_angle = oldv_angle;
+ this.angles = oldangles;
#endif
}
-#ifdef SVQC
-void SV_PlayerPhysics(void)
+#if defined(SVQC)
+void SV_PlayerPhysics()
#elif defined(CSQC)
-void CSQC_ClientMovement_PlayerMove_Frame(void)
+void CSQC_ClientMovement_PlayerMove_Frame(entity this)
#endif
-{SELFPARAM();
- PM_Main();
-
-#ifdef CSQC
- self.pmove_flags =
- ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
- (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
- ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);
+{
+#ifdef SVQC
+ SELFPARAM();
#endif
+ PM_Main(this);
}