]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_physics.qc
Merge branch 'master' into fruitiex/gamemode_freezetag
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
index cb94429d97b071df8ad2a5bc0ec13567dab8478c..3455fde9a375e1007a1f005ded2801d7135edeb7 100644 (file)
@@ -37,9 +37,6 @@ float sv_airspeedlimit_nonqw;
 .float multijump_ready;
 .float prevjumpbutton;
 
-.float prevtopspeed; // store the top speed during the last 0.25 seconds to make dodging at full speeds easier
-.float prevtopspeed_time;
-
 /*
 =============
 PlayerJump
@@ -49,6 +46,9 @@ When you press the jump key
 */
 void PlayerJump (void)
 {
+       if(g_freezetag && self.freezetag_frozen)
+               return; // no jumping in freezetag when frozen
+
        float mjumpheight;
        float doublejump;
 
@@ -81,32 +81,48 @@ void PlayerJump (void)
                        self.multijump_ready = FALSE;
        }
 
-       if(self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
+       if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
        {
+               // doublejump = FALSE; // checked above in the if
                if (cvar("g_multijump") > 0)
                {
                        if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
-                               self.velocity_z = 0;
-
-                       if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
                        {
-                               float curspeed;
-                               vector wishvel, wishdir;
-
-                               curspeed = max(vlen(self.velocity - '0 0 1' * self.velocity_z), self.prevtopspeed);
-                               makevectors(self.v_angle);
-                               wishvel = v_forward * self.movement_x + v_right * self.movement_y;
-                               wishdir = normalize(wishvel);
+                               if (self.velocity_z < mjumpheight)
+                               {
+                                       doublejump = TRUE;
+                                       self.velocity_z = 0;
+                               }
+                       }
+                       else
+                               doublejump = TRUE;
 
-                               self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
-                               self.velocity_y = wishdir_y * curspeed;
-                               // keep velocity_z unchanged!
+                       if(doublejump)
+                       {
+                               if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
+                               {
+                                       float curspeed;
+                                       vector wishvel, wishdir;
+
+                                       curspeed = max(
+                                               vlen(vec2(self.velocity)), // current xy speed
+                                               vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
+                                       );
+                                       makevectors(self.v_angle_y * '0 1 0');
+                                       wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+                                       wishdir = normalize(wishvel);
+
+                                       self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
+                                       self.velocity_y = wishdir_y * curspeed;
+                                       // keep velocity_z unchanged!
+                               }
+                               self.multijump_count += 1;
                        }
-                       self.multijump_count += 1;
                }
                self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
        }
-       else if (!doublejump)
+
+       if (!doublejump)
                if (!(self.flags & FL_ONGROUND))
                        return;
 
@@ -253,7 +269,7 @@ void RaceCarPhysics()
        // using this move type for "big rigs"
        // the engine does not push the entity!
 
-       float accel, steer, f;
+       float accel, steer, f, myspeed, steerfactor;
        vector angles_save, rigvel;
 
        angles_save = self.angles;
@@ -279,7 +295,7 @@ void RaceCarPhysics()
 
        if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
        {
-               float myspeed, upspeed, steerfactor, accelfactor;
+               float upspeed, accelfactor;
 
                myspeed = self.velocity * v_forward;
                upspeed = self.velocity * v_up;
@@ -658,6 +674,7 @@ void SpecialCommand()
 
 float speedaward_speed;
 string speedaward_holder;
+string speedaward_uid;
 void race_send_speedaward(float msg)
 {
        // send the best speed of the round
@@ -670,6 +687,7 @@ void race_send_speedaward(float msg)
 
 float speedaward_alltimebest;
 string speedaward_alltimebest_holder;
+string speedaward_alltimebest_uid;
 void race_send_speedaward_alltimebest(float msg)
 {
        // send the best speed
@@ -944,12 +962,6 @@ void SV_PlayerPhysics()
                                self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
                }
 
-               if(vlen(self.velocity) >= self.prevtopspeed || time - self.prevtopspeed_time > 0.25)
-               {
-                       self.prevtopspeed_time = time;
-                       self.prevtopspeed = vlen(self.velocity - '0 0 1' * self.velocity_z);
-               }
-
                if (self.BUTTON_JUMP)
                        PlayerJump ();
                else
@@ -1297,6 +1309,7 @@ void SV_PlayerPhysics()
                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) {
@@ -1307,15 +1320,27 @@ void SV_PlayerPhysics()
                                rr = RACE_RECORD;
                        race_send_speedaward(MSG_ALL);
                        speedaward_lastsent = speedaward_speed;
-                       if (speedaward_speed > speedaward_alltimebest) {
+                       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/netname"), speedaward_alltimebest_holder);
+                               db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
                                race_send_speedaward_alltimebest(MSG_ALL);
                        }
                }
        }
+
+       float xyspeed;
+       xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
+       if(self.weapon == WEP_NEX && cvar("g_balance_nex_charge") && cvar("g_balance_nex_charge_velocity_rate") && xyspeed > cvar("g_balance_nex_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, cvar("g_balance_nex_charge_maxspeed"));
+               f = (xyspeed - cvar("g_balance_nex_charge_minspeed")) / (cvar("g_balance_nex_charge_maxspeed") - cvar("g_balance_nex_charge_minspeed"));
+               // add the extra charge
+               self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_velocity_rate") * f * frametime);
+       }
 :end
        if(self.flags & FL_ONGROUND)
                self.lastground = time;