2 #include "triggers/trigger/swamp.qh"
3 #include "triggers/trigger/jumppads.qh"
8 #include "../server/miscfunctions.qh"
9 #include "triggers/trigger/viewloc.qh"
11 // client side physics
12 bool Physics_Valid(string thecvar)
14 if(!autocvar_g_physics_clientselect) { return false; }
16 string l = strcat(" ", autocvar_g_physics_clientselect_options, " ");
18 if(strstrofs(l, strcat(" ", thecvar, " "), 0) >= 0)
24 float Physics_ClientOption(entity pl, string option)
26 if(Physics_Valid(pl.cvar_cl_physics))
28 string var = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
29 if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
32 if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
34 string var = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
35 if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
38 return cvar(strcat("sv_", option));
41 void Physics_AddStats()
43 // static view offset and hitbox vectors
44 // networked for all you bandwidth pigs out there
45 addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
46 addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
47 addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
48 addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
49 addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
50 addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
52 addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
53 addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
54 addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
55 addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
56 addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
57 addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
58 addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
59 addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
60 addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
61 addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
62 addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
63 addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
65 // g_movementspeed hack
66 addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
67 addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
68 addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
69 addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
70 addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
73 addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
74 addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
75 addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
76 addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
77 addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
78 addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
80 // hack to fix track_canjump
81 addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
84 addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
87 addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
88 addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
89 addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
92 addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
93 addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
94 addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
97 addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
98 addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
99 addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
100 addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
101 addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
102 addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
103 addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
104 addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
105 addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
106 addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
107 addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
108 addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
109 addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
110 addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
111 addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
112 addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
113 addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
114 addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
115 addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
117 addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
120 void Physics_UpdateStats(float maxspd_mod)
123 self.stat_pl_view_ofs = PL_VIEW_OFS;
124 self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
126 self.stat_pl_min = PL_MIN;
127 self.stat_pl_max = PL_MAX;
128 self.stat_pl_crouch_min = PL_CROUCH_MIN;
129 self.stat_pl_crouch_max = PL_CROUCH_MAX;
132 self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
133 if(Physics_ClientOption(self, "airstrafeaccel_qw"))
134 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
136 self.stat_sv_airstrafeaccel_qw = 0;
137 self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
138 self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
139 self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
141 self.stat_doublejump = PHYS_DOUBLEJUMP;
143 self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
144 self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
145 self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
146 self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
147 self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
148 self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
150 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
151 self.stat_jumpspeedcap_max = PHYS_JUMPSPEEDCAP_MAX;
152 self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
154 self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
155 self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
157 self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
161 // fix some new settings
162 self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
163 self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
164 self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
165 self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
166 self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
167 self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
168 self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
169 self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
170 self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
171 self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
172 self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
173 self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
174 self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
175 self.stat_sv_friction = Physics_ClientOption(self, "friction");
176 self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
177 self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
178 self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
179 self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
180 self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
182 self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
186 float IsMoveInDirection(vector mv, float ang) // key mix factor
188 if (mv_x == 0 && mv_y == 0)
189 return 0; // avoid division by zero
190 ang -= RAD2DEG * atan2(mv_y, mv_x);
191 ang = remainder(ang, 360) / 45;
192 return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
195 float GeomLerp(float a, float lerp, float b)
197 return a == 0 ? (lerp < 1 ? 0 : b)
198 : b == 0 ? (lerp > 0 ? 0 : a)
199 : a * pow(fabs(b / a), lerp);
202 noref float pmove_waterjumptime;
204 const float unstick_count = 27;
205 vector unstick_offsets[unstick_count] =
207 // 1 no nudge (just return the original if this test passes)
210 ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
211 '-0.125 0.000 0.000', '0.125 0.000 0.000',
212 ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
213 // 4 diagonal flat nudges
214 '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
215 '-0.125 0.125 0.000', '0.125 0.125 0.000',
216 // 8 diagonal upward nudges
217 '-0.125 0.000 0.125', '0.125 0.000 0.125',
218 ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
219 '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
220 '-0.125 0.125 0.125', '0.125 0.125 0.125',
221 // 8 diagonal downward nudges
222 '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
223 ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
224 '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
225 '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
228 void PM_ClientMovement_Unstick()
231 for (i = 0; i < unstick_count; i++)
233 vector neworigin = unstick_offsets[i] + self.origin;
234 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
235 if (!trace_startsolid)
237 setorigin(self, neworigin);
243 void PM_ClientMovement_UpdateStatus(bool ground)
245 // make sure player is not stuck
246 PM_ClientMovement_Unstick();
249 if (PHYS_INPUT_BUTTON_CROUCH(self))
251 // wants to crouch, this always works..
252 if (!IS_DUCKED(self))
257 // wants to stand, if currently crouching we need to check for a
261 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
262 if (!trace_startsolid)
268 vector origin1 = self.origin + '0 0 1';
269 vector origin2 = self.origin - '0 0 1';
273 tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
274 if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
278 // this code actually "predicts" an impact; so let's clip velocity first
279 float f = self.velocity * trace_plane_normal;
280 self.velocity -= f * trace_plane_normal;
283 UNSET_ONGROUND(self);
286 // set watertype/waterlevel
287 origin1 = self.origin;
288 origin1_z += self.mins_z + 1;
289 self.waterlevel = WATERLEVEL_NONE;
291 int thepoint = pointcontents(origin1);
293 self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
297 self.waterlevel = WATERLEVEL_WETFEET;
298 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
299 thepoint = pointcontents(origin1);
300 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
302 self.waterlevel = WATERLEVEL_SWIMMING;
303 origin1_z = self.origin_z + 22;
304 thepoint = pointcontents(origin1);
305 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
306 self.waterlevel = WATERLEVEL_SUBMERGED;
310 if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
311 pmove_waterjumptime = 0;
314 void PM_ClientMovement_Move()
321 vector currentorigin2;
323 vector primalvelocity;
325 vector trace1_endpos = '0 0 0';
326 vector trace2_endpos = '0 0 0';
327 vector trace3_endpos = '0 0 0';
328 float trace1_fraction = 0;
329 float trace2_fraction = 0;
330 float trace3_fraction = 0;
331 vector trace1_plane_normal = '0 0 0';
332 vector trace2_plane_normal = '0 0 0';
333 vector trace3_plane_normal = '0 0 0';
336 PM_ClientMovement_UpdateStatus(false);
337 primalvelocity = self.velocity;
338 for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
340 neworigin = self.origin + t * self.velocity;
341 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
342 trace1_endpos = trace_endpos;
343 trace1_fraction = trace_fraction;
344 trace1_plane_normal = trace_plane_normal;
345 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
347 // may be a step or wall, try stepping up
348 // first move forward at a higher level
349 currentorigin2 = self.origin;
350 currentorigin2_z += PHYS_STEPHEIGHT;
351 neworigin2 = neworigin;
352 neworigin2_z += PHYS_STEPHEIGHT;
353 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
354 trace2_endpos = trace_endpos;
355 trace2_fraction = trace_fraction;
356 trace2_plane_normal = trace_plane_normal;
357 if(!trace_startsolid)
359 // then move down from there
360 currentorigin2 = trace2_endpos;
361 neworigin2 = trace2_endpos;
362 neworigin2_z = self.origin_z;
363 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
364 trace3_endpos = trace_endpos;
365 trace3_fraction = trace_fraction;
366 trace3_plane_normal = trace_plane_normal;
367 // accept the new trace if it made some progress
368 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
370 trace1_endpos = trace2_endpos;
371 trace1_fraction = trace2_fraction;
372 trace1_plane_normal = trace2_plane_normal;
373 trace1_endpos = trace3_endpos;
378 // check if it moved at all
379 if(trace1_fraction >= 0.001)
380 setorigin(self, trace1_endpos);
382 // check if it moved all the way
383 if(trace1_fraction == 1)
386 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
387 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
388 // this got commented out in a change that supposedly makes the code match QW better
389 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
390 if(trace1_plane_normal_z > 0.7)
393 t -= t * trace1_fraction;
395 f = (self.velocity * trace1_plane_normal);
396 self.velocity = self.velocity + -f * trace1_plane_normal;
398 if(pmove_waterjumptime > 0)
399 self.velocity = primalvelocity;
403 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
405 float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
409 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
411 float zspeed = self.velocity_z;
413 float xyspeed = vlen(self.velocity);
414 self.velocity = normalize(self.velocity);
416 float dot = self.velocity * wishdir;
418 if (dot > 0) // we can't change direction while slowing down
420 k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
421 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
422 k *= PHYS_AIRCONTROL;
423 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
426 self.velocity = self.velocity * xyspeed;
427 self.velocity_z = zspeed;
430 float AdjustAirAccelQW(float accelqw, float factor)
432 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
435 // example config for alternate speed clamping:
436 // sv_airaccel_qw 0.8
437 // sv_airaccel_sideways_friction 0
438 // prvm_globalset server speedclamp_mode 1
440 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
442 float speedclamp = stretchfactor > 0 ? stretchfactor
443 : accelqw < 0 ? 1 // full clamping, no stretch
446 accelqw = fabs(accelqw);
448 if (GAMEPLAYFIX_Q2AIRACCELERATE)
449 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
451 float vel_straight = self.velocity * wishdir;
452 float vel_z = self.velocity_z;
453 vector vel_xy = vec2(self.velocity);
454 vector vel_perpend = vel_xy - vel_straight * wishdir;
456 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
458 float vel_xy_current = vlen(vel_xy);
460 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
461 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
462 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
463 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
464 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
466 if (sidefric < 0 && (vel_perpend*vel_perpend))
467 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
469 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
470 float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
472 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
473 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
474 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
475 // obviously, this cannot be
481 vel_perpend *= max(fmin, f);
485 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
487 vel_xy = vel_straight * wishdir + vel_perpend;
491 float vel_xy_preclamp;
492 vel_xy_preclamp = vlen(vel_xy);
493 if (vel_xy_preclamp > 0) // prevent division by zero
495 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
496 if (vel_xy_current < vel_xy_preclamp)
497 vel_xy *= (vel_xy_current / vel_xy_preclamp);
501 self.velocity = vel_xy + vel_z * '0 0 1';
504 void PM_AirAccelerate(vector wishdir, float wishspeed)
509 vector curvel = self.velocity;
511 float curspeed = vlen(curvel);
513 if (wishspeed > curspeed * 1.01)
514 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
517 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
518 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
520 vector wishvel = wishdir * wishspeed;
521 vector acceldir = wishvel - curvel;
522 float addspeed = vlen(acceldir);
523 acceldir = normalize(acceldir);
525 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
527 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
529 vector curdir = normalize(curvel);
530 float dot = acceldir * curdir;
532 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
535 self.velocity += accelspeed * acceldir;
543 When you press the jump key
544 returns true if handled
547 bool PlayerJump (void)
549 if (PHYS_FROZEN(self))
550 return true; // no jumping in freezetag when frozen
553 if (self.player_blocked)
554 return true; // no jumping while blocked
557 bool doublejump = false;
558 float mjumpheight = PHYS_JUMPVELOCITY;
560 player_multijump = doublejump;
561 player_jumpheight = mjumpheight;
563 if (MUTATOR_CALLHOOK(PlayerJump))
565 if(PM_multijump_checkjump())
569 doublejump = player_multijump;
570 mjumpheight = player_jumpheight;
574 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
575 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
579 // we MUST clip velocity here!
581 f = self.velocity * trace_plane_normal;
583 self.velocity -= f * trace_plane_normal;
587 if (self.waterlevel >= WATERLEVEL_SWIMMING)
589 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
594 if (!IS_ONGROUND(self))
595 return IS_JUMP_HELD(self);
597 if (PHYS_TRACK_CANJUMP(self))
598 if (IS_JUMP_HELD(self))
601 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
602 // velocity bounds. Final velocity is bound between (jumpheight *
603 // min + jumpheight) and (jumpheight * max + jumpheight);
605 if(PHYS_JUMPSPEEDCAP_MIN)
607 float minjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MIN;
609 if (self.velocity_z < minjumpspeed)
610 mjumpheight += minjumpspeed - self.velocity_z;
613 if(PHYS_JUMPSPEEDCAP_MAX)
615 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
616 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
618 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
620 float maxjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MAX;
622 if (self.velocity_z > maxjumpspeed)
623 mjumpheight -= self.velocity_z - maxjumpspeed;
627 if (!WAS_ONGROUND(self))
630 if(autocvar_speedmeter)
631 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
633 if(self.lastground < time - 0.3)
635 self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
636 self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
639 if(self.jumppadcount > 1)
640 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
641 self.jumppadcount = 0;
645 self.velocity_z += mjumpheight;
647 UNSET_ONGROUND(self);
652 self.oldvelocity_z = self.velocity_z;
654 animdecide_setaction(self, ANIMACTION_JUMP, true);
656 if (autocvar_g_jump_grunt)
657 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
662 void CheckWaterJump()
664 // check for a jump-out-of-water
665 makevectors(self.v_angle);
666 vector start = self.origin;
669 normalize(v_forward);
670 vector end = start + v_forward*24;
671 traceline (start, end, true, self);
672 if (trace_fraction < 1)
674 start_z = start_z + self.maxs_z - 8;
675 end = start + v_forward*24;
676 self.movedir = trace_plane_normal * -50;
677 traceline(start, end, true, self);
678 if (trace_fraction == 1)
679 { // open at eye level
680 self.velocity_z = 225;
681 self.flags |= FL_WATERJUMP;
684 self.teleport_time = time + 2; // safety net
686 pmove_waterjumptime = time + 2;
694 #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
696 float autocvar_cl_jetpack_jump;
697 #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
699 .float jetpack_stopped;
700 // Hack: shouldn't need to know about this
701 .float multijump_count;
702 void CheckPlayerJump()
705 float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
707 if (JETPACK_JUMP(self) < 2)
708 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
710 if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
712 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
713 float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
714 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
716 if (!(ITEMS_STAT(self) & IT_JETPACK)) { }
717 else if (self.jetpack_stopped) { }
721 if (was_flying) // TODO: ran out of fuel message
722 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
724 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
726 self.jetpack_stopped = true;
727 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
729 else if (activate && !PHYS_FROZEN(self))
730 ITEMS_STAT(self) |= IT_USING_JETPACK;
734 self.jetpack_stopped = false;
735 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
737 if (!PHYS_INPUT_BUTTON_JUMP(self))
738 UNSET_JUMP_HELD(self);
740 if (self.waterlevel == WATERLEVEL_SWIMMING)
744 float racecar_angle(float forward, float down)
752 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
754 float angle_mult = forward / (800 + forward);
757 return ret * angle_mult + 360 * (1 - angle_mult);
759 return ret * angle_mult;
762 void RaceCarPhysics()
765 // using this move type for "big rigs"
766 // the engine does not push the entity!
770 vector angles_save = self.angles;
771 float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
772 float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
774 if (g_bugrigs_reverse_speeding)
778 // back accel is DIGITAL
779 // to prevent speedhack
789 makevectors(self.angles); // new forward direction!
791 if (IS_ONGROUND(self) || g_bugrigs_air_steering)
793 float myspeed = self.velocity * v_forward;
794 float upspeed = self.velocity * v_up;
796 // responsiveness factor for steering and acceleration
797 float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
798 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
801 if (myspeed < 0 && g_bugrigs_reverse_spinning)
802 steerfactor = -myspeed * g_bugrigs_steer;
804 steerfactor = -myspeed * f * g_bugrigs_steer;
807 if (myspeed < 0 && g_bugrigs_reverse_speeding)
808 accelfactor = g_bugrigs_accel;
810 accelfactor = f * g_bugrigs_accel;
811 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
817 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
821 if (!g_bugrigs_reverse_speeding)
822 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
829 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
833 if (g_bugrigs_reverse_stopping)
836 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
839 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
840 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
842 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
843 makevectors(self.angles); // new forward direction!
845 myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
847 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
851 float myspeed = vlen(self.velocity);
853 // responsiveness factor for steering and acceleration
854 float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
855 float steerfactor = -myspeed * f;
856 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
858 rigvel = self.velocity;
859 makevectors(self.angles); // new forward direction!
862 rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
863 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
864 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
865 //MAXIMA: solve(total_acceleration(v) = 0, v);
867 if (g_bugrigs_planar_movement)
869 vector rigvel_xy, neworigin, up;
872 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
873 rigvel_xy = vec2(rigvel);
875 if (g_bugrigs_planar_movement_car_jumping)
878 mt = MOVE_NOMONSTERS;
880 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
881 up = trace_endpos - self.origin;
883 // BUG RIGS: align the move to the surface instead of doing collision testing
885 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
888 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
890 if (trace_fraction < 0.5)
893 neworigin = self.origin;
896 neworigin = trace_endpos;
898 if (trace_fraction < 1)
900 // now set angles_x so that the car points parallel to the surface
901 self.angles = vectoangles(
902 '1 0 0' * v_forward_x * trace_plane_normal_z
904 '0 1 0' * v_forward_y * trace_plane_normal_z
906 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
912 // now set angles_x so that the car points forward, but is tilted in velocity direction
913 UNSET_ONGROUND(self);
916 self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
917 self.movetype = MOVETYPE_NOCLIP;
921 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
922 self.velocity = rigvel;
923 self.movetype = MOVETYPE_FLY;
927 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
928 if (trace_fraction != 1)
930 self.angles = vectoangles2(
931 '1 0 0' * v_forward_x * trace_plane_normal_z
933 '0 1 0' * v_forward_y * trace_plane_normal_z
935 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
943 vel_local_x = v_forward * self.velocity;
944 vel_local_y = v_right * self.velocity;
945 vel_local_z = v_up * self.velocity;
947 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
948 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
952 vector vf1, vu1, smoothangles;
953 makevectors(self.angles);
954 float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
959 makevectors(angles_save);
960 vf1 = vf1 + v_forward * (1 - f);
961 vu1 = vu1 + v_up * (1 - f);
962 smoothangles = vectoangles2(vf1, vu1);
963 self.angles_x = -smoothangles_x;
964 self.angles_z = smoothangles_z;
968 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
969 .float specialcommand_pos;
970 void SpecialCommand()
976 if (!CheatImpulse(99))
977 print("A hollow voice says \"Plugh\".\n");
982 float PM_check_keepaway(void)
985 return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
991 void PM_check_race_movetime(void)
994 self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
995 float f = floor(self.race_movetime_frac);
996 self.race_movetime_frac -= f;
997 self.race_movetime_count += f;
998 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
1002 float PM_check_specialcommand(float buttons)
1008 else if (buttons == 1)
1010 else if (buttons == 2)
1012 else if (buttons == 128)
1014 else if (buttons == 256)
1016 else if (buttons == 512)
1018 else if (buttons == 1024)
1023 if (c == substring(specialcommand, self.specialcommand_pos, 1))
1025 self.specialcommand_pos += 1;
1026 if (self.specialcommand_pos >= strlen(specialcommand))
1028 self.specialcommand_pos = 0;
1033 else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
1034 self.specialcommand_pos = 0;
1039 void PM_check_nickspam(void)
1042 if (time >= self.nickspamtime)
1044 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
1046 // slight annoyance for nick change scripts
1047 self.movement = -1 * self.movement;
1048 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
1050 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!
1052 self.v_angle_x = random() * 360;
1053 self.v_angle_y = random() * 360;
1054 // at least I'm not forcing retardedview by also assigning to angles_z
1055 self.fixangle = true;
1061 void PM_check_punch()
1064 if (self.punchangle != '0 0 0')
1066 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
1068 self.punchangle = normalize(self.punchangle) * f;
1070 self.punchangle = '0 0 0';
1073 if (self.punchvector != '0 0 0')
1075 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
1077 self.punchvector = normalize(self.punchvector) * f;
1079 self.punchvector = '0 0 0';
1084 void PM_check_spider(void)
1087 if (time >= self.spider_slowness)
1089 PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
1090 PHYS_MAXAIRSPEED(self) *= 0.5;
1091 PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
1092 PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
1096 // predict frozen movement, as frozen players CAN move in some cases
1097 void PM_check_frozen(void)
1099 if (!PHYS_FROZEN(self))
1101 if (PHYS_DODGING_FROZEN
1103 && IS_REAL_CLIENT(self)
1107 self.movement_x = bound(-5, self.movement.x, 5);
1108 self.movement_y = bound(-5, self.movement.y, 5);
1109 self.movement_z = bound(-5, self.movement.z, 5);
1112 self.movement = '0 0 0';
1114 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1115 if (pointcontents(midpoint) == CONTENT_WATER)
1117 self.velocity = self.velocity * 0.5;
1119 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
1120 self.velocity_z = 200;
1124 void PM_check_hitground()
1127 if (IS_ONGROUND(self))
1128 if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
1132 if (self.waterlevel < WATERLEVEL_SWIMMING)
1133 if (time >= self.ladder_time)
1136 self.nextstep = time + 0.3 + random() * 0.1;
1137 trace_dphitq3surfaceflags = 0;
1138 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1139 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1141 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1142 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1144 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1151 void PM_check_blocked(void)
1154 if (!self.player_blocked)
1156 self.movement = '0 0 0';
1157 self.disableclientprediction = 1;
1162 float speedaward_lastsent;
1163 float speedaward_lastupdate;
1165 void PM_check_race(void)
1168 if(!(g_cts || g_race))
1170 if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1172 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1173 speedaward_holder = self.netname;
1174 speedaward_uid = self.crypto_idfp;
1175 speedaward_lastupdate = time;
1177 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1179 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1180 race_send_speedaward(MSG_ALL);
1181 speedaward_lastsent = speedaward_speed;
1182 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1184 speedaward_alltimebest = speedaward_speed;
1185 speedaward_alltimebest_holder = speedaward_holder;
1186 speedaward_alltimebest_uid = speedaward_uid;
1187 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1188 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1189 race_send_speedaward_alltimebest(MSG_ALL);
1195 void PM_check_vortex(void)
1199 float xyspeed = vlen(vec2(self.velocity));
1200 if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1202 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1203 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1204 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1205 // add the extra charge
1206 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
1211 void PM_fly(float maxspd_mod)
1213 // noclipping or flying
1214 UNSET_ONGROUND(self);
1216 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1217 makevectors(self.v_angle);
1218 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1219 vector wishvel = v_forward * self.movement.x
1220 + v_right * self.movement.y
1221 + '0 0 1' * self.movement.z;
1223 vector wishdir = normalize(wishvel);
1224 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1226 if (time >= self.teleport_time)
1228 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1229 PM_ClientMovement_Move();
1232 void PM_swim(float maxspd_mod)
1235 UNSET_ONGROUND(self);
1237 float jump = PHYS_INPUT_BUTTON_JUMP(self);
1238 // water jump only in certain situations
1239 // this mimics quakeworld code
1240 if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1242 vector yawangles = '0 1 0' * self.v_angle.y;
1243 makevectors(yawangles);
1244 vector forward = v_forward;
1245 vector spot = self.origin + 24 * forward;
1247 traceline(spot, spot, MOVE_NOMONSTERS, self);
1248 if (trace_startsolid)
1251 traceline(spot, spot, MOVE_NOMONSTERS, self);
1252 if (!trace_startsolid)
1254 self.velocity = forward * 50;
1255 self.velocity_z = 310;
1256 pmove_waterjumptime = 2;
1257 UNSET_ONGROUND(self);
1258 SET_JUMP_HELD(self);
1262 makevectors(self.v_angle);
1263 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1264 vector wishvel = v_forward * self.movement.x
1265 + v_right * self.movement.y
1266 + '0 0 1' * self.movement.z;
1267 if (wishvel == '0 0 0')
1268 wishvel = '0 0 -60'; // drift towards bottom
1270 vector wishdir = normalize(wishvel);
1271 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1273 if (IS_DUCKED(self))
1276 // if (pmove_waterjumptime <= 0) // TODO: use
1279 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1280 f = min(max(0, f), 1);
1283 f = wishspeed - self.velocity * wishdir;
1286 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1287 self.velocity += accelspeed * wishdir;
1290 // holding jump button swims upward slowly
1294 if (self.watertype & CONTENT_LAVA)
1295 self.velocity_z = 50;
1296 else if (self.watertype & CONTENT_SLIME)
1297 self.velocity_z = 80;
1300 if (IS_NEXUIZ_DERIVED(gamemode))
1302 self.velocity_z = 200;
1305 self.velocity_z = 100;
1310 // water acceleration
1311 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1312 PM_ClientMovement_Move();
1315 void PM_ladder(float maxspd_mod)
1317 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1318 UNSET_ONGROUND(self);
1321 g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1322 if (PHYS_ENTGRAVITY(self))
1323 g *= PHYS_ENTGRAVITY(self);
1324 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1327 self.velocity_z += g;
1330 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1331 makevectors(self.v_angle);
1332 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1333 vector wishvel = v_forward * self.movement_x
1334 + v_right * self.movement_y
1335 + '0 0 1' * self.movement_z;
1336 self.velocity_z += g;
1337 if (self.ladder_entity.classname == "func_water")
1339 float f = vlen(wishvel);
1340 if (f > self.ladder_entity.speed)
1341 wishvel *= (self.ladder_entity.speed / f);
1343 self.watertype = self.ladder_entity.skin;
1344 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1345 if ((self.origin_z + self.view_ofs_z) < f)
1346 self.waterlevel = WATERLEVEL_SUBMERGED;
1347 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1348 self.waterlevel = WATERLEVEL_SWIMMING;
1349 else if ((self.origin_z + self.mins_z + 1) < f)
1350 self.waterlevel = WATERLEVEL_WETFEET;
1353 self.waterlevel = WATERLEVEL_NONE;
1354 self.watertype = CONTENT_EMPTY;
1358 vector wishdir = normalize(wishvel);
1359 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1361 if (time >= self.teleport_time)
1363 // water acceleration
1364 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1365 PM_ClientMovement_Move();
1368 void PM_jetpack(float maxspd_mod)
1370 //makevectors(self.v_angle.y * '0 1 0');
1371 makevectors(self.v_angle);
1372 vector wishvel = v_forward * self.movement_x
1373 + v_right * self.movement_y;
1374 // add remaining speed as Z component
1375 float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
1376 // fix speedhacks :P
1377 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1378 // add the unused velocity as up component
1381 // if (self.BUTTON_JUMP)
1382 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1384 // it is now normalized, so...
1385 float a_side = PHYS_JETPACK_ACCEL_SIDE;
1386 float a_up = PHYS_JETPACK_ACCEL_UP;
1387 float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1389 wishvel_x *= a_side;
1390 wishvel_y *= a_side;
1395 //////////////////////////////////////////////////////////////////////////////////////
1396 // finding the maximum over all vectors of above form
1397 // with wishvel having an absolute value of 1
1398 //////////////////////////////////////////////////////////////////////////////////////
1399 // we're finding the maximum over
1400 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1401 // for z in the range from -1 to 1
1402 //////////////////////////////////////////////////////////////////////////////////////
1403 // maximum is EITHER attained at the single extreme point:
1404 float a_diff = a_side * a_side - a_up * a_up;
1408 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1409 if (f > -1 && f < 1) // can it be attained?
1411 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1412 //print("middle\n");
1415 // OR attained at z = 1:
1416 f = (a_up + a_add) * (a_up + a_add);
1422 // OR attained at z = -1:
1423 f = (a_up - a_add) * (a_up - a_add);
1427 //print("bottom\n");
1430 //////////////////////////////////////////////////////////////////////////////////////
1432 //print("best possible acceleration: ", ftos(best), "\n");
1435 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1436 if (wishvel_z - PHYS_GRAVITY > 0)
1437 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1439 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1442 fvel = vlen(wishvel);
1445 wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1447 fvel = min(1, vlen(wishvel) / best);
1448 if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1449 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1453 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1455 if (f > 0 && wishvel != '0 0 0')
1457 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1458 UNSET_ONGROUND(self);
1461 if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1462 self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1464 ITEMS_STAT(self) |= IT_USING_JETPACK;
1466 // jetpack also inhibits health regeneration, but only for 1 second
1467 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1472 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1473 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1474 self.velocity_z -= g * 0.5;
1476 self.velocity_z -= g;
1477 PM_ClientMovement_Move();
1478 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1479 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1480 self.velocity_z -= g * 0.5;
1484 void PM_walk(float buttons_prev, float maxspd_mod)
1486 if (!WAS_ONGROUND(self))
1489 if (autocvar_speedmeter)
1490 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1492 if (self.lastground < time - 0.3)
1493 self.velocity *= (1 - PHYS_FRICTION_ONLAND);
1495 if (self.jumppadcount > 1)
1496 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1497 self.jumppadcount = 0;
1502 makevectors(self.v_angle.y * '0 1 0');
1503 vector wishvel = v_forward * self.movement.x
1504 + v_right * self.movement.y;
1506 vector wishdir = normalize(wishvel);
1507 float wishspeed = vlen(wishvel);
1509 wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1510 if (IS_DUCKED(self))
1513 // apply edge friction
1514 float f = vlen(vec2(self.velocity));
1518 trace_dphitq3surfaceflags = 0;
1519 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1520 // TODO: apply edge friction
1521 // apply ground friction
1522 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1523 realfriction = PHYS_FRICTION_SLICK;
1525 realfriction = PHYS_FRICTION;
1527 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1531 Mathematical analysis time!
1533 Our goal is to invert this mess.
1535 For the two cases we get:
1536 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1537 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1538 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1540 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1541 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1543 These cases would be chosen ONLY if:
1545 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1546 v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1548 v0 >= PHYS_STOPSPEED
1549 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1550 v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1553 float addspeed = wishspeed - self.velocity * wishdir;
1556 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1557 self.velocity += accelspeed * wishdir;
1559 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1560 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1561 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1562 if (self.velocity * self.velocity)
1563 PM_ClientMovement_Move();
1564 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1565 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1566 self.velocity_z -= g * 0.5;
1569 void PM_air(float buttons_prev, float maxspd_mod)
1571 makevectors(self.v_angle.y * '0 1 0');
1572 vector wishvel = v_forward * self.movement.x
1573 + v_right * self.movement.y;
1575 vector wishdir = normalize(wishvel);
1576 float wishspeed = vlen(wishvel);
1579 if (time >= self.teleport_time)
1581 if (pmove_waterjumptime <= 0)
1584 float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
1586 // apply air speed limit
1587 float airaccelqw = PHYS_AIRACCEL_QW(self);
1588 float wishspeed0 = wishspeed;
1589 wishspeed = min(wishspeed, maxairspd);
1590 if (IS_DUCKED(self))
1592 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1594 float accelerating = (self.velocity * wishdir > 0);
1595 float wishspeed2 = wishspeed;
1598 if (PHYS_AIRSTOPACCELERATE)
1600 vector curdir = normalize(vec2(self.velocity));
1601 airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1603 // note that for straight forward jumping:
1604 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1605 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1607 // dv/dt = accel * maxspeed (when slow)
1608 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1609 // log dv/dt = logaccel + logmaxspeed (when slow)
1610 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1611 float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1612 if (PHYS_MAXAIRSTRAFESPEED)
1613 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1614 if (PHYS_AIRSTRAFEACCELERATE(self))
1615 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
1616 if (PHYS_AIRSTRAFEACCEL_QW(self))
1618 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1620 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1623 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
1624 PM_AirAccelerate(wishdir, wishspeed2);
1626 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1628 if (PHYS_AIRCONTROL)
1629 CPM_PM_Aircontrol(wishdir, wishspeed2);
1631 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1632 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1633 self.velocity_z -= g * 0.5;
1635 self.velocity_z -= g;
1636 PM_ClientMovement_Move();
1637 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1638 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1639 self.velocity_z -= g * 0.5;
1642 // used for calculating airshots
1643 bool IsFlying(entity a)
1647 if(a.waterlevel >= WATERLEVEL_SWIMMING)
1649 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
1650 if(trace_fraction < 1)
1657 int buttons = PHYS_INPUT_BUTTON_MASK(self);
1659 self.items = getstati(STAT_ITEMS, 0, 24);
1661 self.movement = PHYS_INPUT_MOVEVALUES(self);
1663 vector oldv_angle = self.v_angle;
1664 vector oldangles = self.angles; // we need to save these, as they're abused by other code
1665 self.v_angle = PHYS_INPUT_ANGLES(self);
1666 self.angles = PHYS_WORLD_ANGLES(self);
1668 self.team = myteam + 1; // is this correct?
1669 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1670 UNSET_JUMP_HELD(self); // canjump = true
1671 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1673 PM_ClientMovement_UpdateStatus(true);
1678 WarpZone_PlayerPhysics_FixVAngle();
1680 float maxspeed_mod = 1;
1681 maxspeed_mod *= PM_check_keepaway();
1682 maxspeed_mod *= PHYS_HIGHSPEED;
1685 Physics_UpdateStats(maxspeed_mod);
1687 if (self.PlayerPhysplug)
1688 if (self.PlayerPhysplug())
1692 PM_check_race_movetime();
1694 anticheat_physics();
1697 if (PM_check_specialcommand(buttons))
1702 if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
1703 self.parm_idlesince = time;
1706 int buttons_prev = self.buttons_old;
1707 self.buttons_old = buttons;
1708 self.movement_old = self.movement;
1709 self.v_angle_old = self.v_angle;
1711 PM_check_nickspam();
1715 if (IS_BOT_CLIENT(self))
1717 if (playerdemo_read())
1722 if (IS_PLAYER(self))
1726 if (self.race_penalty)
1727 if (time > self.race_penalty)
1728 self.race_penalty = 0;
1731 bool not_allowed_to_move = false;
1733 if (self.race_penalty)
1734 not_allowed_to_move = true;
1737 if (time < game_starttime)
1738 not_allowed_to_move = true;
1741 if (not_allowed_to_move)
1743 self.velocity = '0 0 0';
1744 self.movetype = MOVETYPE_NONE;
1746 self.disableclientprediction = 2;
1750 else if (self.disableclientprediction == 2)
1752 if (self.movetype == MOVETYPE_NONE)
1753 self.movetype = MOVETYPE_WALK;
1754 self.disableclientprediction = 0;
1760 if (self.movetype == MOVETYPE_NONE)
1763 // when we get here, disableclientprediction cannot be 2
1764 self.disableclientprediction = 0;
1767 viewloc_PlayerPhysics();
1778 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1780 // conveyors: first fix velocity
1781 if (self.conveyor.state)
1782 self.velocity -= self.conveyor.movedir;
1785 MUTATOR_CALLHOOK(PlayerPhysics);
1791 // float forcedodge = 1;
1794 // PM_dodging_checkpressedkeys();
1797 // PM_ClientMovement_Move();
1802 if (!IS_PLAYER(self))
1804 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1805 if (!self.spectatorspeed)
1806 self.spectatorspeed = maxspeed_mod;
1807 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1809 if (self.lastclassname != "player")
1811 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1812 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1813 else if (self.impulse == 11)
1814 self.spectatorspeed = maxspeed_mod;
1815 else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1816 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1817 else if (self.impulse >= 1 && self.impulse <= 9)
1818 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1819 } // otherwise just clear
1822 maxspeed_mod = self.spectatorspeed;
1825 float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
1826 if(self.speed != spd)
1829 string temps = ftos(spd);
1830 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
1831 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
1832 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
1833 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
1839 // handle water here
1840 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1841 if(pointcontents(midpoint) == CONTENT_WATER)
1843 self.velocity = self.velocity * 0.5;
1846 //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1847 //{ self.velocity_z = 70; }
1853 if (!self.fixangle && !g_bugrigs)
1854 self.angles = '0 1 0' * self.v_angle.y;
1857 PM_check_hitground();
1862 if (IS_PLAYER(self))
1865 if (self.flags & FL_WATERJUMP)
1867 self.velocity_x = self.movedir_x;
1868 self.velocity_y = self.movedir_y;
1869 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1871 self.flags &= ~FL_WATERJUMP;
1872 self.teleport_time = 0;
1877 else if (g_bugrigs && IS_PLAYER(self))
1881 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS(self) & BUFF_FLIGHT))
1882 PM_fly(maxspeed_mod);
1884 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1885 PM_swim(maxspeed_mod);
1887 else if (time < self.ladder_time)
1888 PM_ladder(maxspeed_mod);
1890 else if (ITEMS_STAT(self) & IT_USING_JETPACK)
1891 PM_jetpack(maxspeed_mod);
1893 else if (IS_ONGROUND(self))
1894 PM_walk(buttons_prev, maxspeed_mod);
1897 PM_air(buttons_prev, maxspeed_mod);
1900 if (!IS_OBSERVER(self))
1906 if (IS_ONGROUND(self))
1907 self.lastground = time;
1909 // conveyors: then break velocity again
1910 if(self.conveyor.state)
1911 self.velocity += self.conveyor.movedir;
1913 self.lastflags = self.flags;
1915 self.lastclassname = self.classname;
1918 self.v_angle = oldv_angle;
1919 self.angles = oldangles;
1924 void SV_PlayerPhysics(void)
1926 void CSQC_ClientMovement_PlayerMove_Frame(void)
1933 ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
1934 (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
1935 ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);