2 #include "triggers/include.qh"
7 #include "../server/miscfunctions.qh"
8 #include "triggers/trigger/viewloc.qh"
10 // client side physics
11 bool Physics_Valid(string thecvar)
13 return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
16 float Physics_ClientOption(entity pl, string option)
18 if(Physics_Valid(pl.cvar_cl_physics))
20 string s = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
21 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
24 if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
26 string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
27 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
30 return cvar(strcat("sv_", option));
33 void Physics_AddStats()
35 // static view offset and hitbox vectors
36 // networked for all you bandwidth pigs out there
37 addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
38 addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
39 addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
40 addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
41 addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
42 addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
44 addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
45 addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
46 addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
47 addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
48 addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
49 addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
50 addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
51 addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
52 addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
53 addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
54 addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
55 addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
57 // g_movementspeed hack
58 addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
59 addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
60 addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
61 addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
62 addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
65 addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
66 addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
67 addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
68 addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
69 addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
70 addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
72 // hack to fix track_canjump
73 addstat(STAT_MOVEVARS_CL_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
74 addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, stat_sv_track_canjump);
77 addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
80 addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
83 addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
84 addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
85 addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
88 addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
89 addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
90 addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
91 addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
92 addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
93 addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
94 addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
95 addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
96 addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
97 addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
98 addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
99 addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
100 addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
101 addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
102 addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
103 addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
104 addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
105 addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
106 addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
108 addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
111 void Physics_UpdateStats(float maxspd_mod)
114 self.stat_pl_view_ofs = PL_VIEW_OFS;
115 self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
117 self.stat_pl_min = PL_MIN;
118 self.stat_pl_max = PL_MAX;
119 self.stat_pl_crouch_min = PL_CROUCH_MIN;
120 self.stat_pl_crouch_max = PL_CROUCH_MAX;
123 self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
124 if(Physics_ClientOption(self, "airstrafeaccel_qw"))
125 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
127 self.stat_sv_airstrafeaccel_qw = 0;
128 self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
129 self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
130 self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
132 self.stat_doublejump = PHYS_DOUBLEJUMP;
134 self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
135 self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
136 self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
137 self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
138 self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
139 self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
141 self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
143 self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
144 self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
146 self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
150 // fix some new settings
151 self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
152 self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
153 self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
154 self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
155 self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
156 self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
157 self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
158 self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
159 self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
160 self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
161 self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
162 self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
163 self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
164 self.stat_sv_friction = Physics_ClientOption(self, "friction");
165 self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
166 self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
167 self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
168 self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
169 self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
171 self.stat_sv_track_canjump = Physics_ClientOption(self, "track_canjump");
173 self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
177 float IsMoveInDirection(vector mv, float ang) // key mix factor
179 if (mv_x == 0 && mv_y == 0)
180 return 0; // avoid division by zero
181 ang -= RAD2DEG * atan2(mv_y, mv_x);
182 ang = remainder(ang, 360) / 45;
183 return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
186 float GeomLerp(float a, float lerp, float b)
188 return a == 0 ? (lerp < 1 ? 0 : b)
189 : b == 0 ? (lerp > 0 ? 0 : a)
190 : a * pow(fabs(b / a), lerp);
193 noref float pmove_waterjumptime;
195 const float unstick_count = 27;
196 vector unstick_offsets[unstick_count] =
198 // 1 no nudge (just return the original if this test passes)
201 ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
202 '-0.125 0.000 0.000', '0.125 0.000 0.000',
203 ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
204 // 4 diagonal flat nudges
205 '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
206 '-0.125 0.125 0.000', '0.125 0.125 0.000',
207 // 8 diagonal upward nudges
208 '-0.125 0.000 0.125', '0.125 0.000 0.125',
209 ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
210 '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
211 '-0.125 0.125 0.125', '0.125 0.125 0.125',
212 // 8 diagonal downward nudges
213 '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
214 ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
215 '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
216 '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
219 void PM_ClientMovement_Unstick()
222 for (i = 0; i < unstick_count; i++)
224 vector neworigin = unstick_offsets[i] + self.origin;
225 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
226 if (!trace_startsolid)
228 setorigin(self, neworigin);
234 void PM_ClientMovement_UpdateStatus(bool ground)
236 // make sure player is not stuck
237 PM_ClientMovement_Unstick();
240 if (PHYS_INPUT_BUTTON_CROUCH(self))
242 // wants to crouch, this always works..
243 if (!IS_DUCKED(self))
248 // wants to stand, if currently crouching we need to check for a
252 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
253 if (!trace_startsolid)
259 vector origin1 = self.origin + '0 0 1';
260 vector origin2 = self.origin - '0 0 1';
264 tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
265 if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
269 // this code actually "predicts" an impact; so let's clip velocity first
270 float f = self.velocity * trace_plane_normal;
271 self.velocity -= f * trace_plane_normal;
274 UNSET_ONGROUND(self);
277 // set watertype/waterlevel
278 origin1 = self.origin;
279 origin1_z += self.mins_z + 1;
280 self.waterlevel = WATERLEVEL_NONE;
282 int thepoint = pointcontents(origin1);
284 self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
288 self.waterlevel = WATERLEVEL_WETFEET;
289 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
290 thepoint = pointcontents(origin1);
291 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
293 self.waterlevel = WATERLEVEL_SWIMMING;
294 origin1_z = self.origin_z + 22;
295 thepoint = pointcontents(origin1);
296 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
297 self.waterlevel = WATERLEVEL_SUBMERGED;
301 if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
302 pmove_waterjumptime = 0;
305 void PM_ClientMovement_Move()
312 vector currentorigin2;
314 vector primalvelocity;
316 vector trace1_endpos = '0 0 0';
317 vector trace2_endpos = '0 0 0';
318 vector trace3_endpos = '0 0 0';
319 float trace1_fraction = 0;
320 float trace2_fraction = 0;
321 float trace3_fraction = 0;
322 vector trace1_plane_normal = '0 0 0';
323 vector trace2_plane_normal = '0 0 0';
324 vector trace3_plane_normal = '0 0 0';
327 PM_ClientMovement_UpdateStatus(false);
328 primalvelocity = self.velocity;
329 for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
331 neworigin = self.origin + t * self.velocity;
332 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
333 trace1_endpos = trace_endpos;
334 trace1_fraction = trace_fraction;
335 trace1_plane_normal = trace_plane_normal;
336 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
338 // may be a step or wall, try stepping up
339 // first move forward at a higher level
340 currentorigin2 = self.origin;
341 currentorigin2_z += PHYS_STEPHEIGHT;
342 neworigin2 = neworigin;
343 neworigin2_z += PHYS_STEPHEIGHT;
344 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
345 trace2_endpos = trace_endpos;
346 trace2_fraction = trace_fraction;
347 trace2_plane_normal = trace_plane_normal;
348 if(!trace_startsolid)
350 // then move down from there
351 currentorigin2 = trace2_endpos;
352 neworigin2 = trace2_endpos;
353 neworigin2_z = self.origin_z;
354 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
355 trace3_endpos = trace_endpos;
356 trace3_fraction = trace_fraction;
357 trace3_plane_normal = trace_plane_normal;
358 // accept the new trace if it made some progress
359 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
361 trace1_endpos = trace2_endpos;
362 trace1_fraction = trace2_fraction;
363 trace1_plane_normal = trace2_plane_normal;
364 trace1_endpos = trace3_endpos;
369 // check if it moved at all
370 if(trace1_fraction >= 0.001)
371 setorigin(self, trace1_endpos);
373 // check if it moved all the way
374 if(trace1_fraction == 1)
377 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
378 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
379 // this got commented out in a change that supposedly makes the code match QW better
380 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
381 if(trace1_plane_normal_z > 0.7)
384 t -= t * trace1_fraction;
386 f = (self.velocity * trace1_plane_normal);
387 self.velocity = self.velocity + -f * trace1_plane_normal;
389 if(pmove_waterjumptime > 0)
390 self.velocity = primalvelocity;
394 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
396 float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
400 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
402 float zspeed = self.velocity_z;
404 float xyspeed = vlen(self.velocity);
405 self.velocity = normalize(self.velocity);
407 float dot = self.velocity * wishdir;
409 if (dot > 0) // we can't change direction while slowing down
411 k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
412 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
413 k *= PHYS_AIRCONTROL;
414 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
417 self.velocity = self.velocity * xyspeed;
418 self.velocity_z = zspeed;
421 float AdjustAirAccelQW(float accelqw, float factor)
423 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
426 // example config for alternate speed clamping:
427 // sv_airaccel_qw 0.8
428 // sv_airaccel_sideways_friction 0
429 // prvm_globalset server speedclamp_mode 1
431 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
433 float speedclamp = stretchfactor > 0 ? stretchfactor
434 : accelqw < 0 ? 1 // full clamping, no stretch
437 accelqw = fabs(accelqw);
439 if (GAMEPLAYFIX_Q2AIRACCELERATE)
440 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
442 float vel_straight = self.velocity * wishdir;
443 float vel_z = self.velocity_z;
444 vector vel_xy = vec2(self.velocity);
445 vector vel_perpend = vel_xy - vel_straight * wishdir;
447 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
449 float vel_xy_current = vlen(vel_xy);
451 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
452 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
453 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
454 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
455 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
457 if (sidefric < 0 && (vel_perpend*vel_perpend))
458 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
460 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
461 float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
463 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
464 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
465 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
466 // obviously, this cannot be
472 vel_perpend *= max(fmin, f);
476 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
478 vel_xy = vel_straight * wishdir + vel_perpend;
482 float vel_xy_preclamp;
483 vel_xy_preclamp = vlen(vel_xy);
484 if (vel_xy_preclamp > 0) // prevent division by zero
486 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
487 if (vel_xy_current < vel_xy_preclamp)
488 vel_xy *= (vel_xy_current / vel_xy_preclamp);
492 self.velocity = vel_xy + vel_z * '0 0 1';
495 void PM_AirAccelerate(vector wishdir, float wishspeed)
500 vector curvel = self.velocity;
502 float curspeed = vlen(curvel);
504 if (wishspeed > curspeed * 1.01)
505 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
508 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
509 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
511 vector wishvel = wishdir * wishspeed;
512 vector acceldir = wishvel - curvel;
513 float addspeed = vlen(acceldir);
514 acceldir = normalize(acceldir);
516 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
518 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
520 vector curdir = normalize(curvel);
521 float dot = acceldir * curdir;
523 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
526 self.velocity += accelspeed * acceldir;
534 When you press the jump key
535 returns true if handled
538 bool PlayerJump (void)
540 if (PHYS_FROZEN(self))
541 return true; // no jumping in freezetag when frozen
544 if (self.player_blocked)
545 return true; // no jumping while blocked
548 bool doublejump = false;
549 float mjumpheight = PHYS_JUMPVELOCITY;
551 player_multijump = doublejump;
552 player_jumpheight = mjumpheight;
555 if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight)
557 || PM_multijump_checkjump()
561 doublejump = player_multijump;
562 mjumpheight = player_jumpheight;
566 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
567 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
571 // we MUST clip velocity here!
573 f = self.velocity * trace_plane_normal;
575 self.velocity -= f * trace_plane_normal;
579 if (self.waterlevel >= WATERLEVEL_SWIMMING)
581 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
586 if (!IS_ONGROUND(self))
587 return IS_JUMP_HELD(self);
589 bool track_jump = PHYS_CL_TRACK_CANJUMP(self);
590 if(PHYS_TRACK_CANJUMP(self))
594 if (IS_JUMP_HELD(self))
597 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
598 // velocity bounds. Final velocity is bound between (jumpheight *
599 // min + jumpheight) and (jumpheight * max + jumpheight);
601 if(PHYS_JUMPSPEEDCAP_MIN != "")
603 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
605 if (self.velocity_z < minjumpspeed)
606 mjumpheight += minjumpspeed - self.velocity_z;
609 if(PHYS_JUMPSPEEDCAP_MAX != "")
611 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
612 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
614 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
616 float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
618 if (self.velocity_z > maxjumpspeed)
619 mjumpheight -= self.velocity_z - maxjumpspeed;
623 if (!WAS_ONGROUND(self))
626 if(autocvar_speedmeter)
627 LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
629 if(self.lastground < time - 0.3)
631 self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
632 self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
635 if(self.jumppadcount > 1)
636 LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
637 self.jumppadcount = 0;
641 self.velocity_z += mjumpheight;
643 UNSET_ONGROUND(self);
648 self.oldvelocity_z = self.velocity_z;
650 animdecide_setaction(self, ANIMACTION_JUMP, true);
652 if (autocvar_g_jump_grunt)
653 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
658 void CheckWaterJump()
660 // check for a jump-out-of-water
661 makevectors(self.v_angle);
662 vector start = self.origin;
665 normalize(v_forward);
666 vector end = start + v_forward*24;
667 traceline (start, end, true, self);
668 if (trace_fraction < 1)
670 start_z = start_z + self.maxs_z - 8;
671 end = start + v_forward*24;
672 self.movedir = trace_plane_normal * -50;
673 traceline(start, end, true, self);
674 if (trace_fraction == 1)
675 { // open at eye level
676 self.velocity_z = 225;
677 self.flags |= FL_WATERJUMP;
680 self.teleport_time = time + 2; // safety net
682 pmove_waterjumptime = time + 2;
690 #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
692 float autocvar_cl_jetpack_jump;
693 #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
695 .float jetpack_stopped;
696 // Hack: shouldn't need to know about this
697 .float multijump_count;
698 void CheckPlayerJump()
701 float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
703 if (JETPACK_JUMP(self) < 2)
704 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
706 if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
708 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
709 float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
710 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
712 if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
713 else if (self.jetpack_stopped) { }
717 if (was_flying) // TODO: ran out of fuel message
718 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
720 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
722 self.jetpack_stopped = true;
723 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
725 else if (activate && !PHYS_FROZEN(self))
726 ITEMS_STAT(self) |= IT_USING_JETPACK;
730 self.jetpack_stopped = false;
731 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
733 if (!PHYS_INPUT_BUTTON_JUMP(self))
734 UNSET_JUMP_HELD(self);
736 if (self.waterlevel == WATERLEVEL_SWIMMING)
740 float racecar_angle(float forward, float down)
748 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
750 float angle_mult = forward / (800 + forward);
753 return ret * angle_mult + 360 * (1 - angle_mult);
755 return ret * angle_mult;
758 void RaceCarPhysics()
761 // using this move type for "big rigs"
762 // the engine does not push the entity!
766 vector angles_save = self.angles;
767 float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
768 float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
770 if (g_bugrigs_reverse_speeding)
774 // back accel is DIGITAL
775 // to prevent speedhack
785 makevectors(self.angles); // new forward direction!
787 if (IS_ONGROUND(self) || g_bugrigs_air_steering)
789 float myspeed = self.velocity * v_forward;
790 float upspeed = self.velocity * v_up;
792 // responsiveness factor for steering and acceleration
793 float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
794 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
797 if (myspeed < 0 && g_bugrigs_reverse_spinning)
798 steerfactor = -myspeed * g_bugrigs_steer;
800 steerfactor = -myspeed * f * g_bugrigs_steer;
803 if (myspeed < 0 && g_bugrigs_reverse_speeding)
804 accelfactor = g_bugrigs_accel;
806 accelfactor = f * g_bugrigs_accel;
807 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
813 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
817 if (!g_bugrigs_reverse_speeding)
818 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
825 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
829 if (g_bugrigs_reverse_stopping)
832 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
835 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
836 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
838 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
839 makevectors(self.angles); // new forward direction!
841 myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
843 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
847 float myspeed = vlen(self.velocity);
849 // responsiveness factor for steering and acceleration
850 float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
851 float steerfactor = -myspeed * f;
852 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
854 rigvel = self.velocity;
855 makevectors(self.angles); // new forward direction!
858 rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
859 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
860 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
861 //MAXIMA: solve(total_acceleration(v) = 0, v);
863 if (g_bugrigs_planar_movement)
865 vector rigvel_xy, neworigin, up;
868 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
869 rigvel_xy = vec2(rigvel);
871 if (g_bugrigs_planar_movement_car_jumping)
874 mt = MOVE_NOMONSTERS;
876 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
877 up = trace_endpos - self.origin;
879 // BUG RIGS: align the move to the surface instead of doing collision testing
881 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
884 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
886 if (trace_fraction < 0.5)
889 neworigin = self.origin;
892 neworigin = trace_endpos;
894 if (trace_fraction < 1)
896 // now set angles_x so that the car points parallel to the surface
897 self.angles = vectoangles(
898 '1 0 0' * v_forward_x * trace_plane_normal_z
900 '0 1 0' * v_forward_y * trace_plane_normal_z
902 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
908 // now set angles_x so that the car points forward, but is tilted in velocity direction
909 UNSET_ONGROUND(self);
912 self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
913 self.movetype = MOVETYPE_NOCLIP;
917 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
918 self.velocity = rigvel;
919 self.movetype = MOVETYPE_FLY;
923 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
924 if (trace_fraction != 1)
926 self.angles = vectoangles2(
927 '1 0 0' * v_forward_x * trace_plane_normal_z
929 '0 1 0' * v_forward_y * trace_plane_normal_z
931 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
939 vel_local_x = v_forward * self.velocity;
940 vel_local_y = v_right * self.velocity;
941 vel_local_z = v_up * self.velocity;
943 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
944 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
948 vector vf1, vu1, smoothangles;
949 makevectors(self.angles);
950 float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
955 makevectors(angles_save);
956 vf1 = vf1 + v_forward * (1 - f);
957 vu1 = vu1 + v_up * (1 - f);
958 smoothangles = vectoangles2(vf1, vu1);
959 self.angles_x = -smoothangles_x;
960 self.angles_z = smoothangles_z;
964 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
965 .float specialcommand_pos;
966 void SpecialCommand()
972 if (!CheatImpulse(99))
973 LOG_INFO("A hollow voice says \"Plugh\".\n");
978 float PM_check_specialcommand(float buttons)
984 else if (buttons == 1)
986 else if (buttons == 2)
988 else if (buttons == 128)
990 else if (buttons == 256)
992 else if (buttons == 512)
994 else if (buttons == 1024)
999 if (c == substring(specialcommand, self.specialcommand_pos, 1))
1001 self.specialcommand_pos += 1;
1002 if (self.specialcommand_pos >= strlen(specialcommand))
1004 self.specialcommand_pos = 0;
1009 else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
1010 self.specialcommand_pos = 0;
1015 void PM_check_nickspam(void)
1018 if (time >= self.nickspamtime)
1020 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
1022 // slight annoyance for nick change scripts
1023 self.movement = -1 * self.movement;
1024 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
1026 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!
1028 self.v_angle_x = random() * 360;
1029 self.v_angle_y = random() * 360;
1030 // at least I'm not forcing retardedview by also assigning to angles_z
1031 self.fixangle = true;
1037 void PM_check_punch()
1040 if (self.punchangle != '0 0 0')
1042 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
1044 self.punchangle = normalize(self.punchangle) * f;
1046 self.punchangle = '0 0 0';
1049 if (self.punchvector != '0 0 0')
1051 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
1053 self.punchvector = normalize(self.punchvector) * f;
1055 self.punchvector = '0 0 0';
1060 void PM_check_spider(void)
1063 if (time >= self.spider_slowness)
1065 PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
1066 PHYS_MAXAIRSPEED(self) *= 0.5;
1067 PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
1068 PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
1072 // predict frozen movement, as frozen players CAN move in some cases
1073 void PM_check_frozen(void)
1075 if (!PHYS_FROZEN(self))
1077 if (PHYS_DODGING_FROZEN
1079 && IS_REAL_CLIENT(self)
1083 self.movement_x = bound(-5, self.movement.x, 5);
1084 self.movement_y = bound(-5, self.movement.y, 5);
1085 self.movement_z = bound(-5, self.movement.z, 5);
1088 self.movement = '0 0 0';
1090 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1091 if (pointcontents(midpoint) == CONTENT_WATER)
1093 self.velocity = self.velocity * 0.5;
1095 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
1096 self.velocity_z = 200;
1100 void PM_check_hitground()
1103 if (IS_ONGROUND(self))
1104 if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
1108 if (self.waterlevel < WATERLEVEL_SWIMMING)
1109 if (time >= self.ladder_time)
1112 self.nextstep = time + 0.3 + random() * 0.1;
1113 trace_dphitq3surfaceflags = 0;
1114 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1115 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1117 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1118 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1120 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1127 void PM_check_blocked(void)
1130 if (!self.player_blocked)
1132 self.movement = '0 0 0';
1133 self.disableclientprediction = 1;
1137 void PM_check_vortex(void)
1141 float xyspeed = vlen(vec2(self.velocity));
1142 if (self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1144 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1145 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1146 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1147 // add the extra charge
1148 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
1153 void PM_fly(float maxspd_mod)
1155 // noclipping or flying
1156 UNSET_ONGROUND(self);
1158 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1159 makevectors(self.v_angle);
1160 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1161 vector wishvel = v_forward * self.movement.x
1162 + v_right * self.movement.y
1163 + '0 0 1' * self.movement.z;
1165 vector wishdir = normalize(wishvel);
1166 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1168 if (time >= self.teleport_time)
1170 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1171 PM_ClientMovement_Move();
1174 void PM_swim(float maxspd_mod)
1177 UNSET_ONGROUND(self);
1179 float jump = PHYS_INPUT_BUTTON_JUMP(self);
1180 // water jump only in certain situations
1181 // this mimics quakeworld code
1182 if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1184 vector yawangles = '0 1 0' * self.v_angle.y;
1185 makevectors(yawangles);
1186 vector forward = v_forward;
1187 vector spot = self.origin + 24 * forward;
1189 traceline(spot, spot, MOVE_NOMONSTERS, self);
1190 if (trace_startsolid)
1193 traceline(spot, spot, MOVE_NOMONSTERS, self);
1194 if (!trace_startsolid)
1196 self.velocity = forward * 50;
1197 self.velocity_z = 310;
1198 pmove_waterjumptime = 2;
1199 UNSET_ONGROUND(self);
1200 SET_JUMP_HELD(self);
1204 makevectors(self.v_angle);
1205 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1206 vector wishvel = v_forward * self.movement.x
1207 + v_right * self.movement.y
1208 + '0 0 1' * self.movement.z;
1209 if (wishvel == '0 0 0')
1210 wishvel = '0 0 -60'; // drift towards bottom
1212 vector wishdir = normalize(wishvel);
1213 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1215 if (IS_DUCKED(self))
1218 // if (pmove_waterjumptime <= 0) // TODO: use
1221 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1222 f = min(max(0, f), 1);
1225 f = wishspeed - self.velocity * wishdir;
1228 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1229 self.velocity += accelspeed * wishdir;
1232 // holding jump button swims upward slowly
1236 if (self.watertype & CONTENT_LAVA)
1237 self.velocity_z = 50;
1238 else if (self.watertype & CONTENT_SLIME)
1239 self.velocity_z = 80;
1242 if (IS_NEXUIZ_DERIVED(gamemode))
1244 self.velocity_z = 200;
1247 self.velocity_z = 100;
1252 // water acceleration
1253 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1254 PM_ClientMovement_Move();
1257 void PM_ladder(float maxspd_mod)
1259 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1260 UNSET_ONGROUND(self);
1263 g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1264 if (PHYS_ENTGRAVITY(self))
1265 g *= PHYS_ENTGRAVITY(self);
1266 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1269 self.velocity_z += g;
1272 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1273 makevectors(self.v_angle);
1274 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1275 vector wishvel = v_forward * self.movement_x
1276 + v_right * self.movement_y
1277 + '0 0 1' * self.movement_z;
1278 self.velocity_z += g;
1279 if (self.ladder_entity.classname == "func_water")
1281 float f = vlen(wishvel);
1282 if (f > self.ladder_entity.speed)
1283 wishvel *= (self.ladder_entity.speed / f);
1285 self.watertype = self.ladder_entity.skin;
1286 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1287 if ((self.origin_z + self.view_ofs_z) < f)
1288 self.waterlevel = WATERLEVEL_SUBMERGED;
1289 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1290 self.waterlevel = WATERLEVEL_SWIMMING;
1291 else if ((self.origin_z + self.mins_z + 1) < f)
1292 self.waterlevel = WATERLEVEL_WETFEET;
1295 self.waterlevel = WATERLEVEL_NONE;
1296 self.watertype = CONTENT_EMPTY;
1300 vector wishdir = normalize(wishvel);
1301 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1303 if (time >= self.teleport_time)
1305 // water acceleration
1306 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1307 PM_ClientMovement_Move();
1310 void PM_jetpack(float maxspd_mod)
1312 //makevectors(self.v_angle.y * '0 1 0');
1313 makevectors(self.v_angle);
1314 vector wishvel = v_forward * self.movement_x
1315 + v_right * self.movement_y;
1316 // add remaining speed as Z component
1317 float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
1318 // fix speedhacks :P
1319 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1320 // add the unused velocity as up component
1323 // if (self.BUTTON_JUMP)
1324 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1326 // it is now normalized, so...
1327 float a_side = PHYS_JETPACK_ACCEL_SIDE;
1328 float a_up = PHYS_JETPACK_ACCEL_UP;
1329 float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1331 wishvel_x *= a_side;
1332 wishvel_y *= a_side;
1337 //////////////////////////////////////////////////////////////////////////////////////
1338 // finding the maximum over all vectors of above form
1339 // with wishvel having an absolute value of 1
1340 //////////////////////////////////////////////////////////////////////////////////////
1341 // we're finding the maximum over
1342 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1343 // for z in the range from -1 to 1
1344 //////////////////////////////////////////////////////////////////////////////////////
1345 // maximum is EITHER attained at the single extreme point:
1346 float a_diff = a_side * a_side - a_up * a_up;
1350 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1351 if (f > -1 && f < 1) // can it be attained?
1353 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1354 //print("middle\n");
1357 // OR attained at z = 1:
1358 f = (a_up + a_add) * (a_up + a_add);
1364 // OR attained at z = -1:
1365 f = (a_up - a_add) * (a_up - a_add);
1369 //print("bottom\n");
1372 //////////////////////////////////////////////////////////////////////////////////////
1374 //print("best possible acceleration: ", ftos(best), "\n");
1377 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1378 if (wishvel_z - PHYS_GRAVITY > 0)
1379 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1381 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1384 fvel = vlen(wishvel);
1387 wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1389 fvel = min(1, vlen(wishvel) / best);
1390 if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1391 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1395 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1397 if (f > 0 && wishvel != '0 0 0')
1399 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1400 UNSET_ONGROUND(self);
1403 if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1404 self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1406 ITEMS_STAT(self) |= IT_USING_JETPACK;
1408 // jetpack also inhibits health regeneration, but only for 1 second
1409 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1414 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1415 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1416 self.velocity_z -= g * 0.5;
1418 self.velocity_z -= g;
1419 PM_ClientMovement_Move();
1420 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1421 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1422 self.velocity_z -= g * 0.5;
1426 void PM_walk(float buttons_prev, float maxspd_mod)
1428 if (!WAS_ONGROUND(self))
1431 if (autocvar_speedmeter)
1432 LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1434 if (self.lastground < time - 0.3)
1435 self.velocity *= (1 - PHYS_FRICTION_ONLAND);
1437 if (self.jumppadcount > 1)
1438 LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1439 self.jumppadcount = 0;
1444 makevectors(self.v_angle.y * '0 1 0');
1445 vector wishvel = v_forward * self.movement.x
1446 + v_right * self.movement.y;
1448 vector wishdir = normalize(wishvel);
1449 float wishspeed = vlen(wishvel);
1451 wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1452 if (IS_DUCKED(self))
1455 // apply edge friction
1456 float f = vlen(vec2(self.velocity));
1460 trace_dphitq3surfaceflags = 0;
1461 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1462 // TODO: apply edge friction
1463 // apply ground friction
1464 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1465 realfriction = PHYS_FRICTION_SLICK;
1467 realfriction = PHYS_FRICTION;
1469 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1473 Mathematical analysis time!
1475 Our goal is to invert this mess.
1477 For the two cases we get:
1478 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1479 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1480 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1482 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1483 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1485 These cases would be chosen ONLY if:
1487 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1488 v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1490 v0 >= PHYS_STOPSPEED
1491 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1492 v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1495 float addspeed = wishspeed - self.velocity * wishdir;
1498 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1499 self.velocity += accelspeed * wishdir;
1501 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1502 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1503 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1504 if (self.velocity * self.velocity)
1505 PM_ClientMovement_Move();
1506 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1507 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1508 self.velocity_z -= g * 0.5;
1511 void PM_air(float buttons_prev, float maxspd_mod)
1513 makevectors(self.v_angle.y * '0 1 0');
1514 vector wishvel = v_forward * self.movement.x
1515 + v_right * self.movement.y;
1517 vector wishdir = normalize(wishvel);
1518 float wishspeed = vlen(wishvel);
1521 if (time >= self.teleport_time)
1523 if (pmove_waterjumptime <= 0)
1526 float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
1528 // apply air speed limit
1529 float airaccelqw = PHYS_AIRACCEL_QW(self);
1530 float wishspeed0 = wishspeed;
1531 wishspeed = min(wishspeed, maxairspd);
1532 if (IS_DUCKED(self))
1534 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1536 float accelerating = (self.velocity * wishdir > 0);
1537 float wishspeed2 = wishspeed;
1540 if (PHYS_AIRSTOPACCELERATE)
1542 vector curdir = normalize(vec2(self.velocity));
1543 airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1545 // note that for straight forward jumping:
1546 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1547 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1549 // dv/dt = accel * maxspeed (when slow)
1550 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1551 // log dv/dt = logaccel + logmaxspeed (when slow)
1552 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1553 float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1554 if (PHYS_MAXAIRSTRAFESPEED)
1555 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1556 if (PHYS_AIRSTRAFEACCELERATE(self))
1557 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
1558 if (PHYS_AIRSTRAFEACCEL_QW(self))
1560 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1562 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1565 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
1566 PM_AirAccelerate(wishdir, wishspeed2);
1568 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1570 if (PHYS_AIRCONTROL)
1571 CPM_PM_Aircontrol(wishdir, wishspeed2);
1573 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1574 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1575 self.velocity_z -= g * 0.5;
1577 self.velocity_z -= g;
1578 PM_ClientMovement_Move();
1579 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1580 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1581 self.velocity_z -= g * 0.5;
1584 // used for calculating airshots
1585 bool IsFlying(entity a)
1589 if(a.waterlevel >= WATERLEVEL_SWIMMING)
1591 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
1592 if(trace_fraction < 1)
1599 int buttons = PHYS_INPUT_BUTTON_MASK(self);
1601 self.items = getstati(STAT_ITEMS, 0, 24);
1603 self.movement = PHYS_INPUT_MOVEVALUES(self);
1605 vector oldv_angle = self.v_angle;
1606 vector oldangles = self.angles; // we need to save these, as they're abused by other code
1607 self.v_angle = PHYS_INPUT_ANGLES(self);
1608 self.angles = PHYS_WORLD_ANGLES(self);
1610 self.team = myteam + 1; // is this correct?
1611 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1612 UNSET_JUMP_HELD(self); // canjump = true
1613 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1615 PM_ClientMovement_UpdateStatus(true);
1620 WarpZone_PlayerPhysics_FixVAngle();
1622 float maxspeed_mod = 1;
1623 maxspeed_mod *= PHYS_HIGHSPEED;
1626 Physics_UpdateStats(maxspeed_mod);
1628 if (self.PlayerPhysplug)
1629 if (self.PlayerPhysplug())
1634 anticheat_physics();
1637 if (PM_check_specialcommand(buttons))
1642 if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
1643 self.parm_idlesince = time;
1646 int buttons_prev = self.buttons_old;
1647 self.buttons_old = buttons;
1648 self.movement_old = self.movement;
1649 self.v_angle_old = self.v_angle;
1651 PM_check_nickspam();
1655 if (IS_BOT_CLIENT(self))
1657 if (playerdemo_read())
1662 if (IS_PLAYER(self))
1665 bool not_allowed_to_move = false;
1667 if (time < game_starttime)
1668 not_allowed_to_move = true;
1671 if (not_allowed_to_move)
1673 self.velocity = '0 0 0';
1674 self.movetype = MOVETYPE_NONE;
1676 self.disableclientprediction = 2;
1680 else if (self.disableclientprediction == 2)
1682 if (self.movetype == MOVETYPE_NONE)
1683 self.movetype = MOVETYPE_WALK;
1684 self.disableclientprediction = 0;
1690 if (self.movetype == MOVETYPE_NONE)
1693 // when we get here, disableclientprediction cannot be 2
1694 self.disableclientprediction = 0;
1697 viewloc_PlayerPhysics();
1708 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1710 // conveyors: first fix velocity
1711 if (self.conveyor.state)
1712 self.velocity -= self.conveyor.movedir;
1715 MUTATOR_CALLHOOK(PlayerPhysics);
1721 // float forcedodge = 1;
1724 // PM_dodging_checkpressedkeys();
1727 // PM_ClientMovement_Move();
1732 if (!IS_PLAYER(self))
1734 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1735 if (!self.spectatorspeed)
1736 self.spectatorspeed = maxspeed_mod;
1737 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1739 if (self.lastclassname != "player")
1741 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1742 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1743 else if (self.impulse == 11)
1744 self.spectatorspeed = maxspeed_mod;
1745 else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1746 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1747 else if (self.impulse >= 1 && self.impulse <= 9)
1748 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1749 } // otherwise just clear
1752 maxspeed_mod = self.spectatorspeed;
1755 float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
1756 if(self.speed != spd)
1759 string temps = ftos(spd);
1760 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
1761 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
1762 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
1763 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
1766 if(self.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
1768 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
1769 stuffcmd(self, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
1771 if(self.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
1773 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
1774 stuffcmd(self, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
1780 // handle water here
1781 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1782 if(pointcontents(midpoint) == CONTENT_WATER)
1784 self.velocity = self.velocity * 0.5;
1787 //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1788 //{ self.velocity_z = 70; }
1794 if (!self.fixangle && !g_bugrigs)
1795 self.angles = '0 1 0' * self.v_angle.y;
1798 PM_check_hitground();
1803 if (IS_PLAYER(self))
1806 if (self.flags & FL_WATERJUMP)
1808 self.velocity_x = self.movedir_x;
1809 self.velocity_y = self.movedir_y;
1810 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1812 self.flags &= ~FL_WATERJUMP;
1813 self.teleport_time = 0;
1818 else if (g_bugrigs && IS_PLAYER(self))
1822 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS_STAT(self) & BUFF_FLIGHT.m_itemid))
1823 PM_fly(maxspeed_mod);
1825 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1826 PM_swim(maxspeed_mod);
1828 else if (time < self.ladder_time)
1829 PM_ladder(maxspeed_mod);
1831 else if (ITEMS_STAT(self) & IT_USING_JETPACK)
1832 PM_jetpack(maxspeed_mod);
1834 else if (IS_ONGROUND(self))
1835 PM_walk(buttons_prev, maxspeed_mod);
1838 PM_air(buttons_prev, maxspeed_mod);
1843 if (IS_ONGROUND(self))
1844 self.lastground = time;
1846 // conveyors: then break velocity again
1847 if(self.conveyor.state)
1848 self.velocity += self.conveyor.movedir;
1850 self.lastflags = self.flags;
1852 self.lastclassname = self.classname;
1855 self.v_angle = oldv_angle;
1856 self.angles = oldangles;
1861 void SV_PlayerPhysics(void)
1863 void CSQC_ClientMovement_PlayerMove_Frame(void)
1870 ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
1871 (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
1872 ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);