X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=b005dd5f3f20c575914e76107a7891ffd4198d07;hp=3a405c40be8f52fe179c71cb631ec044da90213c;hb=373b4a3d504ef2a3626e20788fabd35d6dfab9ee;hpb=b1a6464ea70a32dc63e3970d6c5f34a1b2fc7c2c diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index 3a405c40be..b005dd5f3f 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -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 +33,12 @@ float sv_airspeedlimit_nonqw; .float wasFlying; .float spectatorspeed; +.float multijump_count; +.float multijump_ready; +.float prevjumpbutton; + +.float nexspeed; + /* ============= PlayerJump @@ -65,9 +72,58 @@ 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)) @@ -318,8 +374,7 @@ 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 +525,9 @@ 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 +566,7 @@ 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; @@ -641,7 +698,6 @@ void race_send_speedaward_alltimebest(float msg) string GetMapname(void); float speedaward_lastupdate; float speedaward_lastsent; -var float autocvar_g_movement_highspeed = 1; void SV_PlayerPhysics() { local vector wishvel, wishdir, v; @@ -650,7 +706,7 @@ void SV_PlayerPhysics() float buttons_prev; float not_allowed_to_move; string c; - + // fix physics stats for g_movement_highspeed self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed); if(sv_airstrafeaccel_qw) @@ -895,6 +951,14 @@ 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 @@ -902,6 +966,7 @@ void SV_PlayerPhysics() if (self.waterlevel == WATERLEVEL_SWIMMING) CheckWaterJump (); + self.prevjumpbutton = self.BUTTON_JUMP; } if (self.flags & FL_WATERJUMP ) @@ -1203,8 +1268,13 @@ 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); @@ -1255,6 +1325,17 @@ void SV_PlayerPhysics() } } } + + 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;