]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_physics.qc
Merge branch 'master' into Mario/buffs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
index 4af0fdb43b09ffc0f4491e2ea8fd1f8d117201e5..7563cf5202214e39a6a272d47311397343a74108 100644 (file)
 .float wasFlying;
 .float spectatorspeed;
 
-.float multijump_count;
-.float multijump_ready;
-.float prevjumpbutton;
-
 /*
 =============
 PlayerJump
@@ -23,13 +19,20 @@ When you press the jump key
 */
 void PlayerJump (void)
 {
-       if(self.frozen)
-               return; // no jumping in freezetag when frozen
+       if(self.player_blocked)
+               return; // no jumping while blocked
+
+       float doublejump = FALSE;
+       float mjumpheight = autocvar_sv_jumpvelocity;
+
+       player_multijump = doublejump;
+       player_jumpheight = mjumpheight;
+       if(MUTATOR_CALLHOOK(PlayerJump))
+               return;
 
-       float mjumpheight;
-       float doublejump;
+       doublejump = player_multijump;
+       mjumpheight = player_jumpheight;
 
-       doublejump = FALSE;
        if (autocvar_sv_doublejump)
        {
                tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
@@ -45,63 +48,12 @@ void PlayerJump (void)
                }
        }
 
-       mjumpheight = autocvar_sv_jumpvelocity;
        if (self.waterlevel >= WATERLEVEL_SWIMMING)
        {
                self.velocity_z = self.stat_sv_maxspeed * 0.7;
                return;
        }
 
-       if (autocvar_g_multijump)
-       {
-               if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
-                       self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
-               else
-                       self.multijump_ready = FALSE;
-       }
-
-       if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
-       {
-               // doublejump = FALSE; // checked above in the if
-               if (autocvar_g_multijump)
-               {
-                       if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
-                       {
-                               if (self.velocity_z < mjumpheight)
-                               {
-                                       doublejump = TRUE;
-                                       self.velocity_z = 0;
-                               }
-                       }
-                       else
-                               doublejump = TRUE;
-
-                       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!
-                               }
-                               if (autocvar_g_multijump > 0)
-                                       self.multijump_count += 1;
-                       }
-               }
-               self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
-       }
-
        if (!doublejump)
                if (!(self.flags & FL_ONGROUND))
                        return;
@@ -110,9 +62,6 @@ void PlayerJump (void)
                if (!(self.flags & FL_JUMPRELEASED))
                        return;
 
-       if(self.health <= g_bloodloss)
-               return;
-
        // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
        // velocity bounds.  Final velocity is bound between (jumpheight *
        // min + jumpheight) and (jumpheight * max + jumpheight);
@@ -160,12 +109,12 @@ void PlayerJump (void)
        self.velocity_z = self.velocity_z + mjumpheight;
        self.oldvelocity_z = self.velocity_z;
 
-       self.flags &~= FL_ONGROUND;
-       self.flags &~= FL_JUMPRELEASED;
+       self.flags &= ~FL_ONGROUND;
+       self.flags &= ~FL_JUMPRELEASED;
 
        animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
 
-       if(g_jump_grunt)
+       if(autocvar_g_jump_grunt)
                PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 
        self.restart_jump = -1; // restart jump anim next time
@@ -193,7 +142,7 @@ void CheckWaterJump()
                {       // open at eye level
                        self.flags |= FL_WATERJUMP;
                        self.velocity_z = 225;
-                       self.flags &~= FL_JUMPRELEASED;
+                       self.flags &= ~FL_JUMPRELEASED;
                        self.teleport_time = time + 2;  // safety net
                        return;
                }
@@ -201,14 +150,6 @@ void CheckWaterJump()
 }
 void CheckPlayerJump()
 {
-       if(self.flags & FL_ONGROUND)
-       {
-               if (autocvar_g_multijump > 0)
-                       self.multijump_count = 0;
-               else
-                       self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
-       }
-
        if (self.BUTTON_JUMP)
                PlayerJump ();
        else
@@ -216,7 +157,6 @@ void CheckPlayerJump()
 
        if (self.waterlevel == WATERLEVEL_SWIMMING)
                CheckWaterJump ();
-       self.prevjumpbutton = self.BUTTON_JUMP;
 }
 
 float racecar_angle(float forward, float down)
@@ -390,7 +330,7 @@ void RaceCarPhysics()
                else
                {
                        // now set angles_x so that the car points forward, but is tilted in velocity direction
-                       self.flags &~= FL_ONGROUND;
+                       self.flags &= ~FL_ONGROUND;
                }
 
                self.velocity = (neworigin - self.origin) * (1.0 / frametime);
@@ -580,9 +520,9 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
        }
        else
                vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
-       
+
        vel_xy = vel_straight * wishdir + vel_perpend;
-       
+
        if(speedclamp >= 0)
        {
                float vel_xy_preclamp;
@@ -696,12 +636,10 @@ void SV_PlayerPhysics()
        string c;
 
        WarpZone_PlayerPhysics_FixVAngle();
-       
+
        maxspd_mod = 1;
        if(self.ballcarried)
-               if(g_nexball)
-                       maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
-               else if(g_keepaway)
+               if(g_keepaway)
                        maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
 
        maxspd_mod *= autocvar_g_movement_highspeed;
@@ -810,8 +748,8 @@ void SV_PlayerPhysics()
                        return;
                bot_think();
        }
-       
-       self.items &~= IT_USING_JETPACK;
+
+       self.items &= ~IT_USING_JETPACK;
 
        if(IS_PLAYER(self))
        {
@@ -847,11 +785,11 @@ void SV_PlayerPhysics()
        self.disableclientprediction = 0;
        if(time < self.ladder_time)
                self.disableclientprediction = 1;
-               
-       if(self.frozen)
+
+       if(time < self.spider_slowness)
        {
-               self.movement = '0 0 0';
-               self.disableclientprediction = 1;
+               self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
+               self.stat_sv_airspeedlimit_nonqw *= 0.5;
        }
 
        MUTATOR_CALLHOOK(PlayerPhysics);
@@ -873,20 +811,20 @@ void SV_PlayerPhysics()
        if(self.conveyor.state)
                self.velocity -= self.conveyor.movedir;
 
-       if not(IS_PLAYER(self))
+       if (!IS_PLAYER(self))
        {
                maxspd_mod = autocvar_sv_spectator_speed_multiplier;
                if(!self.spectatorspeed)
                        self.spectatorspeed = maxspd_mod;
-               if(self.impulse && self.impulse <= 19 || self.impulse >= 200 && self.impulse <= 209 || self.impulse >= 220 && self.impulse <= 229)
+               if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
                {
                        if(self.lastclassname != "player")
                        {
-                               if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || self.impulse >= 200 && self.impulse <= 209)
+                               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 = maxspd_mod;
-                               else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || self.impulse >= 220 && self.impulse <= 229)
+                               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);
@@ -929,12 +867,12 @@ void SV_PlayerPhysics()
 
                if(self.waterlevel < WATERLEVEL_SWIMMING)
                if(time >= self.ladder_time)
-               if not(self.hook)
+               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 not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
+                       if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
                        {
                                if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
                                        GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
@@ -956,7 +894,7 @@ void SV_PlayerPhysics()
                self.velocity_y = self.movedir_y;
                if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
                {
-                       self.flags &~= FL_WATERJUMP;
+                       self.flags &= ~FL_WATERJUMP;
                        self.teleport_time = 0;
                }
        }
@@ -967,7 +905,7 @@ void SV_PlayerPhysics()
        else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
        {
                // noclipping or flying
-               self.flags &~= FL_ONGROUND;
+               self.flags &= ~FL_ONGROUND;
 
                self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
                makevectors(self.v_angle);
@@ -984,7 +922,7 @@ void SV_PlayerPhysics()
        else if (self.waterlevel >= WATERLEVEL_SWIMMING)
        {
                // swimming
-               self.flags &~= FL_ONGROUND;
+               self.flags &= ~FL_ONGROUND;
 
                makevectors(self.v_angle);
                //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
@@ -1007,7 +945,7 @@ void SV_PlayerPhysics()
        else if (time < self.ladder_time)
        {
                // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
-               self.flags &~= FL_ONGROUND;
+               self.flags &= ~FL_ONGROUND;
 
                float g;
                g = autocvar_sv_gravity * frametime;
@@ -1055,7 +993,7 @@ void SV_PlayerPhysics()
                        PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
                }
        }
-       else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
+       else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.freezetag_frozen)
        {
                //makevectors(self.v_angle_y * '0 1 0');
                makevectors(self.v_angle);
@@ -1145,9 +1083,9 @@ void SV_PlayerPhysics()
                if (f > 0 && wishvel != '0 0 0')
                {
                        self.velocity = self.velocity + wishvel * f * frametime;
-                       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
-                       self.flags &~= FL_ONGROUND;
+                       self.flags &= ~FL_ONGROUND;
                        self.items |= IT_USING_JETPACK;
 
                        // jetpack also inhibits health regeneration, but only for 1 second