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=c7150aaccecbd8b4a4aaac3c6dbf8ec13e08c80a;hb=373b4a3d504ef2a3626e20788fabd35d6dfab9ee;hpb=c9186c97754732d7cd21742e712850d4a42a0aa8 diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index c7150aacce..b005dd5f3f 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -37,8 +37,7 @@ 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; +.float nexspeed; /* ============= @@ -81,24 +80,48 @@ 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; - - local vector wishvel, wishdir; - wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z; - wishdir = normalize(wishvel); - if(wishdir_x != 0 && wishdir_y != 0) // don't remove all speed if player isnt pressing any movement keys - self.velocity = ('1 0 0' * wishdir_x + '0 1 0' * wishdir_y) * self.prevtopspeed; // allow "dodging" at a multijump + { + if (self.velocity_z < mjumpheight) + { + doublejump = TRUE; + self.velocity_z = 0; + } + } + else + doublejump = TRUE; - self.multijump_count += 1; + 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 } - else if (!doublejump) + + if (!doublejump) if (!(self.flags & FL_ONGROUND)) return; @@ -351,8 +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; @@ -544,7 +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; @@ -684,12 +706,6 @@ void SV_PlayerPhysics() float buttons_prev; float not_allowed_to_move; string c; - - if(vlen(self.velocity) >= self.prevtopspeed || time - self.prevtopspeed_time > 0.25) - { - self.prevtopspeed_time = time; - self.prevtopspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y); - } // fix physics stats for g_movement_highspeed self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed); @@ -1309,6 +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;