X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=f0617740e654210a45af5754dc526b5aaef48625;hp=297e16771268949909a7c3bfe7c58f5d1350b96b;hb=fbe0ecf4de0561cb63ad83f29702ac71d681dd76;hpb=5ad3d2aadbd5aa4fe80008df07e1f396ca1c832a diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index 297e167712..f0617740e6 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -1,29 +1,6 @@ .float race_penalty; .float restart_jump; -float sv_accelerate; -float sv_friction; -float sv_maxspeed; -float sv_airaccelerate; -float sv_maxairspeed; -float sv_stopspeed; -float sv_gravity; -float sv_airaccel_sideways_friction; -float sv_airaccel_qw; -float sv_airstopaccelerate; -float sv_airstrafeaccelerate; -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; -float sv_warsowbunny_turnaccel; -float sv_warsowbunny_backtosideratio; -float sv_airspeedlimit_nonqw; - .float ladder_time; .entity ladder_entity; .float gravity; @@ -46,18 +23,21 @@ When you press the jump key */ void PlayerJump (void) { + if(self.freezetag_frozen) + return; // no jumping in freezetag when frozen + float mjumpheight; float doublejump; doublejump = FALSE; - if (sv_doublejump) + if (autocvar_sv_doublejump) { tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self); if (trace_fraction < 1 && trace_plane_normal_z > 0.7) doublejump = TRUE; } - mjumpheight = cvar("sv_jumpvelocity"); + mjumpheight = autocvar_sv_jumpvelocity; if (self.waterlevel >= WATERLEVEL_SWIMMING) { if (self.watertype == CONTENT_WATER) @@ -70,7 +50,7 @@ void PlayerJump (void) return; } - if (cvar("g_multijump")) + 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 @@ -78,12 +58,12 @@ void PlayerJump (void) self.multijump_ready = FALSE; } - if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed")) + 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 (cvar("g_multijump") > 0) + if (autocvar_g_multijump) { - if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity + if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity { if (self.velocity_z < mjumpheight) { @@ -113,7 +93,8 @@ void PlayerJump (void) self.velocity_y = wishdir_y * curspeed; // keep velocity_z unchanged! } - self.multijump_count += 1; + 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 @@ -134,26 +115,26 @@ void PlayerJump (void) // velocity bounds. Final velocity is bound between (jumpheight * // min + jumpheight) and (jumpheight * max + jumpheight); - if(cvar_string("sv_jumpspeedcap_min") != "") + if(autocvar_sv_jumpspeedcap_min != "") { float minjumpspeed; - minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min"); + minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min); if (self.velocity_z < minjumpspeed) mjumpheight += minjumpspeed - self.velocity_z; } - if(cvar_string("sv_jumpspeedcap_max") != "") + if(autocvar_sv_jumpspeedcap_max != "") { // don't do jump speedcaps on ramps to preserve old xonotic ramjump style tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self); - if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps"))) + if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps)) { float maxjumpspeed; - maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max"); + maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max); if (self.velocity_z > maxjumpspeed) mjumpheight -= self.velocity_z - maxjumpspeed; @@ -162,12 +143,12 @@ void PlayerJump (void) if(!(self.lastflags & FL_ONGROUND)) { - if(cvar("speedmeter")) + if(autocvar_speedmeter) dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n")); if(self.lastground < time - 0.3) { - self.velocity_x *= (1 - cvar("sv_friction_on_land")); - self.velocity_y *= (1 - cvar("sv_friction_on_land")); + self.velocity_x *= (1 - autocvar_sv_friction_on_land); + self.velocity_y *= (1 - autocvar_sv_friction_on_land); } if(self.jumppadcount > 1) dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n")); @@ -351,7 +332,7 @@ void RaceCarPhysics() vector rigvel_xy, neworigin, up; float mt; - rigvel_z -= frametime * sv_gravity; // 4x gravity plays better + 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 @@ -400,7 +381,7 @@ void RaceCarPhysics() } else { - rigvel_z -= frametime * sv_gravity; // 4x gravity plays better + rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better self.velocity = rigvel; self.movetype = MOVETYPE_FLY; } @@ -493,7 +474,7 @@ void CPM_PM_Aircontrol(vector wishdir, float wishspeed) return; #endif - k *= bound(0, wishspeed / sv_maxairspeed, 1); + k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1); zspeed = self.velocity_z; self.velocity_z = 0; @@ -503,9 +484,9 @@ void CPM_PM_Aircontrol(vector wishdir, float wishspeed) if(dot > 0) // we can't change direction while slowing down { - 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; + k *= pow(dot, autocvar_sv_aircontrol_power)*frametime; + xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32); + k *= autocvar_sv_aircontrol; self.velocity = normalize(self.velocity * xyspeed + wishdir * k); } @@ -539,7 +520,7 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce if(speedclamp) accelqw = -accelqw; - if(cvar("sv_gameplayfix_q2airaccelerate")) + if(autocvar_sv_gameplayfix_q2airaccelerate) wishspeed0 = wishspeed; vel_straight = self.velocity * wishdir; @@ -605,26 +586,26 @@ void PM_AirAccelerate(vector wishdir, float wishspeed) if(wishspeed > curspeed * 1.01) { - wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime); + wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime); } else { - f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - self.stat_sv_maxspeed)); - wishspeed = max(curspeed, self.stat_sv_maxspeed) + sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime; + f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed)); + wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime; } wishvel = wishdir * wishspeed; acceldir = wishvel - curvel; addspeed = vlen(acceldir); acceldir = normalize(acceldir); - accelspeed = min(addspeed, sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime); + accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime); - if(sv_warsowbunny_backtosideratio < 1) + if(autocvar_sv_warsowbunny_backtosideratio < 1) { curdir = normalize(curvel); dot = acceldir * curdir; if(dot < 0) - acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir; + acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir; } self.velocity += accelspeed * acceldir; @@ -689,37 +670,37 @@ void SV_PlayerPhysics() maxspd_mod = 1; if(g_minstagib && (self.items & IT_INVINCIBLE)) - maxspd_mod *= cvar("g_minstagib_speed_highspeed"); + maxspd_mod *= autocvar_g_minstagib_speed_highspeed; if(self.ballcarried) if(g_nexball) - maxspd_mod *= cvar("g_nexball_basketball_carrier_highspeed"); + maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed; else if(g_keepaway) - maxspd_mod *= cvar("g_keepaway_ballcarrier_highspeed"); + maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed; if(g_runematch) { if(self.runes & RUNE_SPEED) { if(self.runes & CURSE_SLOW) - maxspd_mod *= cvar("g_balance_rune_speed_combo_highspeed"); + maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed; else - maxspd_mod *= cvar("g_balance_rune_speed_highspeed"); + maxspd_mod *= autocvar_g_balance_rune_speed_highspeed; } else if(self.runes & CURSE_SLOW) { - maxspd_mod *= cvar("g_balance_curse_slow_highspeed"); + maxspd_mod *= autocvar_g_balance_curse_slow_highspeed; } } maxspd_mod *= autocvar_g_movement_highspeed; // fix physics stats for g_movement_highspeed - self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, maxspd_mod); - if(sv_airstrafeaccel_qw) - self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, maxspd_mod); + self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod); + if(autocvar_sv_airstrafeaccel_qw) + self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod); else self.stat_sv_airstrafeaccel_qw = 0; - self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * maxspd_mod; - self.stat_sv_maxspeed = sv_maxspeed * maxspd_mod; // also slow walking + self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod; + self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking if(self.PlayerPhysplug) if(self.PlayerPhysplug()) @@ -776,13 +757,13 @@ void SV_PlayerPhysics() self.v_angle_old = self.v_angle; if(time < self.nickspamtime) - if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow")) + if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow) { // slight annoyance for nick change scripts self.movement = -1 * self.movement; self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0; - if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you! + if(self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you! { self.angles_x = random() * 360; self.angles_y = random() * 360; @@ -816,8 +797,6 @@ void SV_PlayerPhysics() bot_think(); } - MUTATOR_CALLHOOK(PlayerPhysics); - self.items &~= IT_USING_JETPACK; if(self.classname == "player") @@ -829,7 +808,7 @@ void SV_PlayerPhysics() not_allowed_to_move = 0; if(self.race_penalty) not_allowed_to_move = 1; - if(!cvar("sv_ready_restart_after_countdown")) + if(!autocvar_sv_ready_restart_after_countdown) if(time < game_starttime) not_allowed_to_move = 1; @@ -850,6 +829,13 @@ void SV_PlayerPhysics() if (self.movetype == MOVETYPE_NONE) return; + // when we get here, disableclientprediction cannot be 2 + self.disableclientprediction = 0; + if(time < self.ladder_time) + self.disableclientprediction = 1; + + MUTATOR_CALLHOOK(PlayerPhysics); + maxspd_mod = 1; swampspd_mod = 1; @@ -859,7 +845,7 @@ void SV_PlayerPhysics() if(self.classname != "player") { - maxspd_mod = cvar("sv_spectator_speed_multiplier"); + maxspd_mod = autocvar_sv_spectator_speed_multiplier; if(!self.spectatorspeed) self.spectatorspeed = maxspd_mod; if(self.impulse && self.impulse <= 19) @@ -880,7 +866,7 @@ void SV_PlayerPhysics() maxspd_mod = self.spectatorspeed; } - spd = max(self.stat_sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod; + spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod; if(self.speed != spd) { self.speed = spd; @@ -906,6 +892,7 @@ void SV_PlayerPhysics() } if(self.flags & FL_ONGROUND) + if(self.classname == "player") // no fall sounds for observers thank you very much if(self.wasFlying) { self.wasFlying = 0; @@ -934,7 +921,7 @@ void SV_PlayerPhysics() { if(self.flags & FL_ONGROUND) { - if (cvar("g_multijump") > 0) + 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 @@ -969,7 +956,7 @@ void SV_PlayerPhysics() // noclipping or flying self.flags &~= FL_ONGROUND; - self.velocity = self.velocity * (1 - frametime * sv_friction); + self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction); makevectors(self.v_angle); //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z; wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z; @@ -979,7 +966,7 @@ void SV_PlayerPhysics() if (wishspeed > self.stat_sv_maxspeed*maxspd_mod) wishspeed = self.stat_sv_maxspeed*maxspd_mod; if (time >= self.teleport_time) - PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0); } else if (self.waterlevel >= WATERLEVEL_SWIMMING) { @@ -999,24 +986,31 @@ void SV_PlayerPhysics() wishspeed = wishspeed * 0.7; // water friction - self.velocity = self.velocity * (1 - frametime * sv_friction); + self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction); // water acceleration - PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0); } else if (time < self.ladder_time) { // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water self.flags &~= FL_ONGROUND; - self.velocity = self.velocity * (1 - frametime * sv_friction); + float g; + g = autocvar_sv_gravity * frametime; + if(self.gravity) + g *= self.gravity; + if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate) + { + g *= 0.5; + self.velocity_z += g; + } + + self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction); makevectors(self.v_angle); //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z; wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z; - if (self.gravity) - self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime; - else - self.velocity_z = self.velocity_z + sv_gravity * frametime; + self.velocity_z += g; if (self.ladder_entity.classname == "func_water") { f = vlen(wishvel); @@ -1045,16 +1039,16 @@ void SV_PlayerPhysics() if (time >= self.teleport_time) { // water acceleration - PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0); } } - else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("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)) { //makevectors(self.v_angle_y * '0 1 0'); makevectors(self.v_angle); wishvel = v_forward * self.movement_x + v_right * self.movement_y; // add remaining speed as Z component - maxairspd = sv_maxairspeed*max(1, maxspd_mod); + maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod); // fix speedhacks :P wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1); // add the unused velocity as up component @@ -1065,9 +1059,9 @@ void SV_PlayerPhysics() // it is now normalized, so... float a_side, a_up, a_add, a_diff; - a_side = cvar("g_jetpack_acceleration_side"); - a_up = cvar("g_jetpack_acceleration_up"); - a_add = cvar("g_jetpack_antigravity") * sv_gravity; + a_side = autocvar_g_jetpack_acceleration_side; + a_up = autocvar_g_jetpack_acceleration_up; + a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity; wishvel_x *= a_side; wishvel_y *= a_side; @@ -1115,21 +1109,21 @@ void SV_PlayerPhysics() //print("best possible acceleration: ", ftos(best), "\n"); float fxy, fz; - fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1); - if(wishvel_z - sv_gravity > 0) - fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1); + fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1); + if(wishvel_z - autocvar_sv_gravity > 0) + fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1); else - fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1); + fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1); float fvel; fvel = vlen(wishvel); wishvel_x *= fxy; wishvel_y *= fxy; - wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity; + wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity; fvel = min(1, vlen(wishvel) / best); - if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) - f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel)); + if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) + f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel)); else f = 1; @@ -1139,12 +1133,12 @@ void SV_PlayerPhysics() { self.velocity = self.velocity + wishvel * f * frametime; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f; + self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f; self.flags &~= FL_ONGROUND; self.items |= IT_USING_JETPACK; // jetpack also inhibits health regeneration, but only for 1 second - self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen")); + self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); } } else if (self.flags & FL_ONGROUND) @@ -1159,10 +1153,10 @@ void SV_PlayerPhysics() if(!(self.lastflags & FL_ONGROUND)) { - if(cvar("speedmeter")) + if(autocvar_speedmeter) dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n")); if(self.lastground < time - 0.3) - self.velocity = self.velocity * (1 - cvar("sv_friction_on_land")); + self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land); if(self.jumppadcount > 1) dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n")); self.jumppadcount = 0; @@ -1187,10 +1181,10 @@ void SV_PlayerPhysics() f = vlen(v); if(f > 0) { - if (f < sv_stopspeed) - f = 1 - frametime * (sv_stopspeed / f) * sv_friction; + if (f < autocvar_sv_stopspeed) + f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction; else - f = 1 - frametime * sv_friction; + f = 1 - frametime * autocvar_sv_friction; if (f > 0) self.velocity = self.velocity * f; else @@ -1205,7 +1199,7 @@ void SV_PlayerPhysics() if (self.crouch) wishspeed = wishspeed * 0.5; if (time >= self.teleport_time) - PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0); } else { @@ -1216,13 +1210,13 @@ void SV_PlayerPhysics() if(maxspd_mod < 1) { - maxairspd = sv_maxairspeed*maxspd_mod; - airaccel = sv_airaccelerate*maxspd_mod; + maxairspd = autocvar_sv_maxairspeed*maxspd_mod; + airaccel = autocvar_sv_airaccelerate*maxspd_mod; } else { - maxairspd = sv_maxairspeed; - airaccel = sv_airaccelerate; + maxairspd = autocvar_sv_maxairspeed; + airaccel = autocvar_sv_airaccelerate; } // airborn makevectors(self.v_angle_y * '0 1 0'); @@ -1248,13 +1242,13 @@ void SV_PlayerPhysics() wishspeed2 = wishspeed; // CPM - if(sv_airstopaccelerate) + if(autocvar_sv_airstopaccelerate) { vector curdir; curdir = self.velocity; curdir_z = 0; curdir = normalize(curdir); - airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir)); + airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir)); } // note that for straight forward jumping: // step = accel * frametime * wishspeed0; @@ -1265,20 +1259,20 @@ void SV_PlayerPhysics() // log dv/dt = logaccel + logmaxspeed (when slow) // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast) strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero - if(sv_maxairstrafespeed) - wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod)); - if(sv_airstrafeaccelerate) - airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod); + if(autocvar_sv_maxairstrafespeed) + wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod)); + if(autocvar_sv_airstrafeaccelerate) + airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod); if(self.stat_sv_airstrafeaccel_qw) airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw)); // !CPM - if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0) + if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0) PM_AirAccelerate(wishdir, wishspeed); else - PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw); + PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw); - if(sv_aircontrol) + if(autocvar_sv_aircontrol) CPM_PM_Aircontrol(wishdir, wishspeed2); } } @@ -1311,13 +1305,13 @@ 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")) + if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_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")); + xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed); + f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_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); + self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime); } :end if(self.flags & FL_ONGROUND)