]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_physics.qc
mostly fix prediction in minstagib speed powerup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
index ac6789586793c86387026ffdfbb787d44850cebd..962289e91a2d00e2c49e6d7ae2024d365ceb0681 100644 (file)
@@ -16,6 +16,7 @@ float sv_maxairstrafespeed;
 float sv_airstrafeaccel_qw;
 float sv_aircontrol;
 float sv_aircontrol_power;
+float sv_aircontrol_penalty;
 float sv_warsowbunny_airforwardaccel;
 float sv_warsowbunny_accel;
 float sv_warsowbunny_topspeed;
@@ -32,6 +33,10 @@ float sv_airspeedlimit_nonqw;
 .float wasFlying;
 .float spectatorspeed;
 
+.float multijump_count;
+.float multijump_ready;
+.float prevjumpbutton;
+
 /*
 =============
 PlayerJump
@@ -65,9 +70,58 @@ void PlayerJump (void)
                return;
        }
 
+       if (cvar("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 < 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
+                       {
+                               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!
+                               }
+                               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;
+               if (!(self.flags & FL_ONGROUND))
+                       return;
 
        if(!sv_pogostick)
                if (!(self.flags & FL_JUMPRELEASED))
@@ -91,11 +145,6 @@ void PlayerJump (void)
                }
        }
 
-       if(g_minstagib && (self.items & IT_INVINCIBLE))
-       {
-               mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
-       }
-
        // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
        // velocity bounds.  Final velocity is bound between (jumpheight *
        // min + jumpheight) and (jumpheight * max + jumpheight);
@@ -212,7 +261,7 @@ 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;
@@ -238,7 +287,7 @@ 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;
@@ -318,8 +367,7 @@ void RaceCarPhysics()
                float mt;
 
                rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
-               rigvel_xy = rigvel;
-               rigvel_xy_z = 0;
+               rigvel_xy = vec2(rigvel);
 
                if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
                        mt = MOVE_NORMAL;
@@ -470,7 +518,9 @@ void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
 
        if(dot > 0) // we can't change direction while slowing down
        {
-               k *= fabs(sv_aircontrol)*pow(dot, sv_aircontrol_power)*frametime;
+               k *= pow(dot, sv_aircontrol_power)*frametime;
+               xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
+               k *= sv_aircontrol;
                self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
        }
 
@@ -509,7 +559,7 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
 
        vel_straight = self.velocity * wishdir;
        vel_z = self.velocity_z;
-       vel_xy = self.velocity - vel_z * '0 0 1';
+       vel_xy = vec2(self.velocity);
        vel_perpend = vel_xy - vel_straight * wishdir;
 
        step = accel * frametime * wishspeed0;
@@ -616,6 +666,7 @@ void SpecialCommand()
 
 float speedaward_speed;
 string speedaward_holder;
+string speedaward_uid;
 void race_send_speedaward(float msg)
 {
        // send the best speed of the round
@@ -628,6 +679,7 @@ 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
@@ -649,14 +701,22 @@ void SV_PlayerPhysics()
        float buttons_prev;
        float not_allowed_to_move;
        string c;
+       
+       maxspd_mod = 1;
+       if(g_minstagib && (self.items & IT_INVINCIBLE))
+               maxspd_mod *= cvar("g_minstagib_speed_highspeed");
+       if(g_nexball && self.ballcarried)
+               maxspd_mod *= cvar("g_nexball_basketball_carrier_highspeed");
 
        // fix physics stats for g_movement_highspeed
-       self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
+       self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed * maxspd_mod);
+
        if(sv_airstrafeaccel_qw)
-               self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
+               self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed * maxspd_mod);
        else
                self.stat_sv_airstrafeaccel_qw = 0;
-       self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed;
+
+       self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed * maxspd_mod;
 
     if(self.PlayerPhysplug)
         if(self.PlayerPhysplug())
@@ -804,16 +864,6 @@ void SV_PlayerPhysics()
                }
        }
 
-       if(g_minstagib && (self.items & IT_INVINCIBLE))
-       {
-               maxspd_mod = cvar("g_minstagib_speed_moverate");
-       }
-
-       if(g_nexball && self.ballcarried)
-       {
-               maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
-       }
-
        swampspd_mod = 1;
        if(self.in_swamp) {
                swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
@@ -894,6 +944,14 @@ void SV_PlayerPhysics()
 
        if(self.classname == "player")
        {
+               if(self.flags & FL_ONGROUND)
+               {
+                       if (cvar("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
@@ -901,6 +959,7 @@ void SV_PlayerPhysics()
 
                if (self.waterlevel == WATERLEVEL_SWIMMING)
                        CheckWaterJump ();
+               self.prevjumpbutton = self.BUTTON_JUMP;
        }
 
        if (self.flags & FL_WATERJUMP )
@@ -1202,8 +1261,13 @@ void SV_PlayerPhysics()
 
                        // CPM
                        if(sv_airstopaccelerate)
-                               if(self.velocity * wishdir < 0)
-                                       airaccel = sv_airstopaccelerate*maxspd_mod;
+                       {
+                               vector curdir;
+                               curdir = self.velocity;
+                               curdir_z = 0;
+                               curdir = normalize(curdir);
+                               airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+                       }
                        // note that for straight forward jumping:
                        // step = accel * frametime * wishspeed0;
                        // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
@@ -1235,6 +1299,7 @@ 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) {
@@ -1245,15 +1310,27 @@ 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;