]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_physics.qc
Merge remote-tracking branch 'origin/master' into divVerent/lavafix
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
index 751f9c64ca72ddb8c8a1d4a586efd0e3ba284e0c..a318b8e3a4ad10c950a1adacc807a5da8b15e241 100644 (file)
@@ -163,10 +163,7 @@ void PlayerJump (void)
        self.flags &~= FL_ONGROUND;
        self.flags &~= FL_JUMPRELEASED;
 
-       if (self.crouch)
-               setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
-       else if (self.animstate_startframe != self.anim_melee_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // jump animation shouldn't override melee until we have animation blending (or until the anim finished, 21/20 = numframes/fps)
-               setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
+       animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
 
        if(g_jump_grunt)
                PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
@@ -355,7 +352,7 @@ void RaceCarPhysics()
                rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
                rigvel_xy = vec2(rigvel);
 
-               if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
+               if(g_bugrigs_planar_movement_car_jumping)
                        mt = MOVE_NORMAL;
                else
                        mt = MOVE_NOMONSTERS;
@@ -709,20 +706,6 @@ void SV_PlayerPhysics()
                else if(g_keepaway)
                        maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
 
-       if(g_runematch)
-       {
-               if(self.runes & RUNE_SPEED)
-               {
-                       if(self.runes & CURSE_SLOW)
-                               maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed;
-                       else
-                               maxspd_mod *= autocvar_g_balance_rune_speed_highspeed;
-               }
-               else if(self.runes & CURSE_SLOW)
-               {
-                       maxspd_mod *= autocvar_g_balance_curse_slow_highspeed;
-               }
-       }
        maxspd_mod *= autocvar_g_movement_highspeed;
 
        // fix physics stats for g_movement_highspeed
@@ -891,15 +874,15 @@ void SV_PlayerPhysics()
                maxspd_mod = autocvar_sv_spectator_speed_multiplier;
                if(!self.spectatorspeed)
                        self.spectatorspeed = maxspd_mod;
-               if(self.impulse && self.impulse <= 19)
+               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)
+                               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)
+                               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);
@@ -1068,7 +1051,7 @@ 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))
+       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);
@@ -1170,7 +1153,7 @@ void SV_PlayerPhysics()
        else if (self.flags & FL_ONGROUND)
        {
                // we get here if we ran out of ammo
-               if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
+               if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
                        sprint(self, "You don't have any fuel for the ^2Jetpack\n");
 
                // walking
@@ -1253,7 +1236,7 @@ void SV_PlayerPhysics()
        {
                float wishspeed0;
                // we get here if we ran out of ammo
-               if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
+               if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
                        sprint(self, "You don't have any fuel for the ^2Jetpack\n");
 
                if(maxspd_mod < 1)