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_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
90 addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
91 addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
92 addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
95 addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
96 addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
97 addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
98 addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
99 addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
100 addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
101 addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
102 addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
103 addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
104 addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
105 addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
106 addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
107 addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
108 addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
109 addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
110 addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
111 addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
112 addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
113 addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
115 addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
118 void Physics_UpdateStats(float maxspd_mod)
121 self.stat_pl_view_ofs = PL_VIEW_OFS;
122 self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
124 self.stat_pl_min = PL_MIN;
125 self.stat_pl_max = PL_MAX;
126 self.stat_pl_crouch_min = PL_CROUCH_MIN;
127 self.stat_pl_crouch_max = PL_CROUCH_MAX;
130 self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
131 if(Physics_ClientOption(self, "airstrafeaccel_qw"))
132 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
134 self.stat_sv_airstrafeaccel_qw = 0;
135 self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
136 self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
137 self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
139 self.stat_doublejump = PHYS_DOUBLEJUMP;
141 self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
142 self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
143 self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
144 self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
145 self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
146 self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
148 self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
150 self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
151 self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
153 self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
157 // fix some new settings
158 self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
159 self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
160 self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
161 self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
162 self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
163 self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
164 self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
165 self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
166 self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
167 self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
168 self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
169 self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
170 self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
171 self.stat_sv_friction = Physics_ClientOption(self, "friction");
172 self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
173 self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
174 self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
175 self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
176 self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
178 self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
182 float IsMoveInDirection(vector mv, float ang) // key mix factor
184 if (mv_x == 0 && mv_y == 0)
185 return 0; // avoid division by zero
186 ang -= RAD2DEG * atan2(mv_y, mv_x);
187 ang = remainder(ang, 360) / 45;
188 return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
191 float GeomLerp(float a, float lerp, float b)
193 return a == 0 ? (lerp < 1 ? 0 : b)
194 : b == 0 ? (lerp > 0 ? 0 : a)
195 : a * pow(fabs(b / a), lerp);
198 noref float pmove_waterjumptime;
200 const float unstick_count = 27;
201 vector unstick_offsets[unstick_count] =
203 // 1 no nudge (just return the original if this test passes)
206 ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
207 '-0.125 0.000 0.000', '0.125 0.000 0.000',
208 ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
209 // 4 diagonal flat nudges
210 '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
211 '-0.125 0.125 0.000', '0.125 0.125 0.000',
212 // 8 diagonal upward 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',
217 // 8 diagonal downward nudges
218 '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
219 ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
220 '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
221 '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
224 void PM_ClientMovement_Unstick()
227 for (i = 0; i < unstick_count; i++)
229 vector neworigin = unstick_offsets[i] + self.origin;
230 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
231 if (!trace_startsolid)
233 setorigin(self, neworigin);
239 void PM_ClientMovement_UpdateStatus(bool ground)
241 // make sure player is not stuck
242 PM_ClientMovement_Unstick();
245 if (PHYS_INPUT_BUTTON_CROUCH(self))
247 // wants to crouch, this always works..
248 if (!IS_DUCKED(self))
253 // wants to stand, if currently crouching we need to check for a
257 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
258 if (!trace_startsolid)
264 vector origin1 = self.origin + '0 0 1';
265 vector origin2 = self.origin - '0 0 1';
269 tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
270 if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
274 // this code actually "predicts" an impact; so let's clip velocity first
275 float f = self.velocity * trace_plane_normal;
276 self.velocity -= f * trace_plane_normal;
279 UNSET_ONGROUND(self);
282 // set watertype/waterlevel
283 origin1 = self.origin;
284 origin1_z += self.mins_z + 1;
285 self.waterlevel = WATERLEVEL_NONE;
287 int thepoint = pointcontents(origin1);
289 self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
293 self.waterlevel = WATERLEVEL_WETFEET;
294 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
295 thepoint = pointcontents(origin1);
296 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
298 self.waterlevel = WATERLEVEL_SWIMMING;
299 origin1_z = self.origin_z + 22;
300 thepoint = pointcontents(origin1);
301 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
302 self.waterlevel = WATERLEVEL_SUBMERGED;
306 if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
307 pmove_waterjumptime = 0;
310 void PM_ClientMovement_Move()
317 vector currentorigin2;
319 vector primalvelocity;
321 vector trace1_endpos = '0 0 0';
322 vector trace2_endpos = '0 0 0';
323 vector trace3_endpos = '0 0 0';
324 float trace1_fraction = 0;
325 float trace2_fraction = 0;
326 float trace3_fraction = 0;
327 vector trace1_plane_normal = '0 0 0';
328 vector trace2_plane_normal = '0 0 0';
329 vector trace3_plane_normal = '0 0 0';
332 PM_ClientMovement_UpdateStatus(false);
333 primalvelocity = self.velocity;
334 for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
336 neworigin = self.origin + t * self.velocity;
337 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
338 trace1_endpos = trace_endpos;
339 trace1_fraction = trace_fraction;
340 trace1_plane_normal = trace_plane_normal;
341 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
343 // may be a step or wall, try stepping up
344 // first move forward at a higher level
345 currentorigin2 = self.origin;
346 currentorigin2_z += PHYS_STEPHEIGHT;
347 neworigin2 = neworigin;
348 neworigin2_z += PHYS_STEPHEIGHT;
349 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
350 trace2_endpos = trace_endpos;
351 trace2_fraction = trace_fraction;
352 trace2_plane_normal = trace_plane_normal;
353 if(!trace_startsolid)
355 // then move down from there
356 currentorigin2 = trace2_endpos;
357 neworigin2 = trace2_endpos;
358 neworigin2_z = self.origin_z;
359 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
360 trace3_endpos = trace_endpos;
361 trace3_fraction = trace_fraction;
362 trace3_plane_normal = trace_plane_normal;
363 // accept the new trace if it made some progress
364 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
366 trace1_endpos = trace2_endpos;
367 trace1_fraction = trace2_fraction;
368 trace1_plane_normal = trace2_plane_normal;
369 trace1_endpos = trace3_endpos;
374 // check if it moved at all
375 if(trace1_fraction >= 0.001)
376 setorigin(self, trace1_endpos);
378 // check if it moved all the way
379 if(trace1_fraction == 1)
382 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
383 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
384 // this got commented out in a change that supposedly makes the code match QW better
385 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
386 if(trace1_plane_normal_z > 0.7)
389 t -= t * trace1_fraction;
391 f = (self.velocity * trace1_plane_normal);
392 self.velocity = self.velocity + -f * trace1_plane_normal;
394 if(pmove_waterjumptime > 0)
395 self.velocity = primalvelocity;
399 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
401 float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
405 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
407 float zspeed = self.velocity_z;
409 float xyspeed = vlen(self.velocity);
410 self.velocity = normalize(self.velocity);
412 float dot = self.velocity * wishdir;
414 if (dot > 0) // we can't change direction while slowing down
416 k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
417 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
418 k *= PHYS_AIRCONTROL;
419 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
422 self.velocity = self.velocity * xyspeed;
423 self.velocity_z = zspeed;
426 float AdjustAirAccelQW(float accelqw, float factor)
428 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
431 // example config for alternate speed clamping:
432 // sv_airaccel_qw 0.8
433 // sv_airaccel_sideways_friction 0
434 // prvm_globalset server speedclamp_mode 1
436 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
438 float speedclamp = stretchfactor > 0 ? stretchfactor
439 : accelqw < 0 ? 1 // full clamping, no stretch
442 accelqw = fabs(accelqw);
444 if (GAMEPLAYFIX_Q2AIRACCELERATE)
445 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
447 float vel_straight = self.velocity * wishdir;
448 float vel_z = self.velocity_z;
449 vector vel_xy = vec2(self.velocity);
450 vector vel_perpend = vel_xy - vel_straight * wishdir;
452 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
454 float vel_xy_current = vlen(vel_xy);
456 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
457 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
458 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
459 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
460 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
462 if (sidefric < 0 && (vel_perpend*vel_perpend))
463 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
465 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
466 float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
468 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
469 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
470 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
471 // obviously, this cannot be
477 vel_perpend *= max(fmin, f);
481 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
483 vel_xy = vel_straight * wishdir + vel_perpend;
487 float vel_xy_preclamp;
488 vel_xy_preclamp = vlen(vel_xy);
489 if (vel_xy_preclamp > 0) // prevent division by zero
491 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
492 if (vel_xy_current < vel_xy_preclamp)
493 vel_xy *= (vel_xy_current / vel_xy_preclamp);
497 self.velocity = vel_xy + vel_z * '0 0 1';
500 void PM_AirAccelerate(vector wishdir, float wishspeed)
505 vector curvel = self.velocity;
507 float curspeed = vlen(curvel);
509 if (wishspeed > curspeed * 1.01)
510 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
513 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
514 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
516 vector wishvel = wishdir * wishspeed;
517 vector acceldir = wishvel - curvel;
518 float addspeed = vlen(acceldir);
519 acceldir = normalize(acceldir);
521 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
523 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
525 vector curdir = normalize(curvel);
526 float dot = acceldir * curdir;
528 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
531 self.velocity += accelspeed * acceldir;
539 When you press the jump key
540 returns true if handled
543 bool PlayerJump (void)
545 if (PHYS_FROZEN(self))
546 return true; // no jumping in freezetag when frozen
549 if (self.player_blocked)
550 return true; // no jumping while blocked
553 bool doublejump = false;
554 float mjumpheight = PHYS_JUMPVELOCITY;
556 player_multijump = doublejump;
557 player_jumpheight = mjumpheight;
559 if (MUTATOR_CALLHOOK(PlayerJump))
561 if(PM_multijump_checkjump())
565 doublejump = player_multijump;
566 mjumpheight = player_jumpheight;
570 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
571 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
575 // we MUST clip velocity here!
577 f = self.velocity * trace_plane_normal;
579 self.velocity -= f * trace_plane_normal;
583 if (self.waterlevel >= WATERLEVEL_SWIMMING)
585 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
590 if (!IS_ONGROUND(self))
591 return IS_JUMP_HELD(self);
593 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 dprint(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 dprint(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) & IT_JETPACK)) { }
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 print("A hollow voice says \"Plugh\".\n");
978 float PM_check_keepaway(void)
981 return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
987 void PM_check_race_movetime(void)
990 self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
991 float f = floor(self.race_movetime_frac);
992 self.race_movetime_frac -= f;
993 self.race_movetime_count += f;
994 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
998 float PM_check_specialcommand(float buttons)
1004 else if (buttons == 1)
1006 else if (buttons == 2)
1008 else if (buttons == 128)
1010 else if (buttons == 256)
1012 else if (buttons == 512)
1014 else if (buttons == 1024)
1019 if (c == substring(specialcommand, self.specialcommand_pos, 1))
1021 self.specialcommand_pos += 1;
1022 if (self.specialcommand_pos >= strlen(specialcommand))
1024 self.specialcommand_pos = 0;
1029 else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
1030 self.specialcommand_pos = 0;
1035 void PM_check_nickspam(void)
1038 if (time >= self.nickspamtime)
1040 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
1042 // slight annoyance for nick change scripts
1043 self.movement = -1 * self.movement;
1044 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
1046 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!
1048 self.v_angle_x = random() * 360;
1049 self.v_angle_y = random() * 360;
1050 // at least I'm not forcing retardedview by also assigning to angles_z
1051 self.fixangle = true;
1057 void PM_check_punch()
1060 if (self.punchangle != '0 0 0')
1062 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
1064 self.punchangle = normalize(self.punchangle) * f;
1066 self.punchangle = '0 0 0';
1069 if (self.punchvector != '0 0 0')
1071 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
1073 self.punchvector = normalize(self.punchvector) * f;
1075 self.punchvector = '0 0 0';
1080 void PM_check_spider(void)
1083 if (time >= self.spider_slowness)
1085 PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
1086 PHYS_MAXAIRSPEED(self) *= 0.5;
1087 PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
1088 PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
1092 // predict frozen movement, as frozen players CAN move in some cases
1093 void PM_check_frozen(void)
1095 if (!PHYS_FROZEN(self))
1097 if (PHYS_DODGING_FROZEN
1099 && IS_REAL_CLIENT(self)
1103 self.movement_x = bound(-5, self.movement.x, 5);
1104 self.movement_y = bound(-5, self.movement.y, 5);
1105 self.movement_z = bound(-5, self.movement.z, 5);
1108 self.movement = '0 0 0';
1110 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1111 if (pointcontents(midpoint) == CONTENT_WATER)
1113 self.velocity = self.velocity * 0.5;
1115 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
1116 self.velocity_z = 200;
1120 void PM_check_hitground()
1123 if (IS_ONGROUND(self))
1124 if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
1128 if (self.waterlevel < WATERLEVEL_SWIMMING)
1129 if (time >= self.ladder_time)
1132 self.nextstep = time + 0.3 + random() * 0.1;
1133 trace_dphitq3surfaceflags = 0;
1134 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1135 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1137 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1138 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1140 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1147 void PM_check_blocked(void)
1150 if (!self.player_blocked)
1152 self.movement = '0 0 0';
1153 self.disableclientprediction = 1;
1158 float speedaward_lastsent;
1159 float speedaward_lastupdate;
1161 void PM_check_race(void)
1164 if(!(g_cts || g_race))
1166 if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1168 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1169 speedaward_holder = self.netname;
1170 speedaward_uid = self.crypto_idfp;
1171 speedaward_lastupdate = time;
1173 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1175 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1176 race_send_speedaward(MSG_ALL);
1177 speedaward_lastsent = speedaward_speed;
1178 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1180 speedaward_alltimebest = speedaward_speed;
1181 speedaward_alltimebest_holder = speedaward_holder;
1182 speedaward_alltimebest_uid = speedaward_uid;
1183 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1184 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1185 race_send_speedaward_alltimebest(MSG_ALL);
1191 void PM_check_vortex(void)
1195 float xyspeed = vlen(vec2(self.velocity));
1196 if (self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1198 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1199 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1200 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1201 // add the extra charge
1202 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
1207 void PM_fly(float maxspd_mod)
1209 // noclipping or flying
1210 UNSET_ONGROUND(self);
1212 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1213 makevectors(self.v_angle);
1214 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1215 vector wishvel = v_forward * self.movement.x
1216 + v_right * self.movement.y
1217 + '0 0 1' * self.movement.z;
1219 vector wishdir = normalize(wishvel);
1220 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1222 if (time >= self.teleport_time)
1224 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1225 PM_ClientMovement_Move();
1228 void PM_swim(float maxspd_mod)
1231 UNSET_ONGROUND(self);
1233 float jump = PHYS_INPUT_BUTTON_JUMP(self);
1234 // water jump only in certain situations
1235 // this mimics quakeworld code
1236 if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1238 vector yawangles = '0 1 0' * self.v_angle.y;
1239 makevectors(yawangles);
1240 vector forward = v_forward;
1241 vector spot = self.origin + 24 * forward;
1243 traceline(spot, spot, MOVE_NOMONSTERS, self);
1244 if (trace_startsolid)
1247 traceline(spot, spot, MOVE_NOMONSTERS, self);
1248 if (!trace_startsolid)
1250 self.velocity = forward * 50;
1251 self.velocity_z = 310;
1252 pmove_waterjumptime = 2;
1253 UNSET_ONGROUND(self);
1254 SET_JUMP_HELD(self);
1258 makevectors(self.v_angle);
1259 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1260 vector wishvel = v_forward * self.movement.x
1261 + v_right * self.movement.y
1262 + '0 0 1' * self.movement.z;
1263 if (wishvel == '0 0 0')
1264 wishvel = '0 0 -60'; // drift towards bottom
1266 vector wishdir = normalize(wishvel);
1267 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1269 if (IS_DUCKED(self))
1272 // if (pmove_waterjumptime <= 0) // TODO: use
1275 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1276 f = min(max(0, f), 1);
1279 f = wishspeed - self.velocity * wishdir;
1282 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1283 self.velocity += accelspeed * wishdir;
1286 // holding jump button swims upward slowly
1290 if (self.watertype & CONTENT_LAVA)
1291 self.velocity_z = 50;
1292 else if (self.watertype & CONTENT_SLIME)
1293 self.velocity_z = 80;
1296 if (IS_NEXUIZ_DERIVED(gamemode))
1298 self.velocity_z = 200;
1301 self.velocity_z = 100;
1306 // water acceleration
1307 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1308 PM_ClientMovement_Move();
1311 void PM_ladder(float maxspd_mod)
1313 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1314 UNSET_ONGROUND(self);
1317 g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1318 if (PHYS_ENTGRAVITY(self))
1319 g *= PHYS_ENTGRAVITY(self);
1320 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1323 self.velocity_z += g;
1326 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1327 makevectors(self.v_angle);
1328 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1329 vector wishvel = v_forward * self.movement_x
1330 + v_right * self.movement_y
1331 + '0 0 1' * self.movement_z;
1332 self.velocity_z += g;
1333 if (self.ladder_entity.classname == "func_water")
1335 float f = vlen(wishvel);
1336 if (f > self.ladder_entity.speed)
1337 wishvel *= (self.ladder_entity.speed / f);
1339 self.watertype = self.ladder_entity.skin;
1340 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1341 if ((self.origin_z + self.view_ofs_z) < f)
1342 self.waterlevel = WATERLEVEL_SUBMERGED;
1343 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1344 self.waterlevel = WATERLEVEL_SWIMMING;
1345 else if ((self.origin_z + self.mins_z + 1) < f)
1346 self.waterlevel = WATERLEVEL_WETFEET;
1349 self.waterlevel = WATERLEVEL_NONE;
1350 self.watertype = CONTENT_EMPTY;
1354 vector wishdir = normalize(wishvel);
1355 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1357 if (time >= self.teleport_time)
1359 // water acceleration
1360 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1361 PM_ClientMovement_Move();
1364 void PM_jetpack(float maxspd_mod)
1366 //makevectors(self.v_angle.y * '0 1 0');
1367 makevectors(self.v_angle);
1368 vector wishvel = v_forward * self.movement_x
1369 + v_right * self.movement_y;
1370 // add remaining speed as Z component
1371 float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
1372 // fix speedhacks :P
1373 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1374 // add the unused velocity as up component
1377 // if (self.BUTTON_JUMP)
1378 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1380 // it is now normalized, so...
1381 float a_side = PHYS_JETPACK_ACCEL_SIDE;
1382 float a_up = PHYS_JETPACK_ACCEL_UP;
1383 float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1385 wishvel_x *= a_side;
1386 wishvel_y *= a_side;
1391 //////////////////////////////////////////////////////////////////////////////////////
1392 // finding the maximum over all vectors of above form
1393 // with wishvel having an absolute value of 1
1394 //////////////////////////////////////////////////////////////////////////////////////
1395 // we're finding the maximum over
1396 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1397 // for z in the range from -1 to 1
1398 //////////////////////////////////////////////////////////////////////////////////////
1399 // maximum is EITHER attained at the single extreme point:
1400 float a_diff = a_side * a_side - a_up * a_up;
1404 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1405 if (f > -1 && f < 1) // can it be attained?
1407 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1408 //print("middle\n");
1411 // OR attained at z = 1:
1412 f = (a_up + a_add) * (a_up + a_add);
1418 // OR attained at z = -1:
1419 f = (a_up - a_add) * (a_up - a_add);
1423 //print("bottom\n");
1426 //////////////////////////////////////////////////////////////////////////////////////
1428 //print("best possible acceleration: ", ftos(best), "\n");
1431 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1432 if (wishvel_z - PHYS_GRAVITY > 0)
1433 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1435 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1438 fvel = vlen(wishvel);
1441 wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1443 fvel = min(1, vlen(wishvel) / best);
1444 if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1445 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1449 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1451 if (f > 0 && wishvel != '0 0 0')
1453 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1454 UNSET_ONGROUND(self);
1457 if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1458 self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1460 ITEMS_STAT(self) |= IT_USING_JETPACK;
1462 // jetpack also inhibits health regeneration, but only for 1 second
1463 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1468 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1469 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1470 self.velocity_z -= g * 0.5;
1472 self.velocity_z -= g;
1473 PM_ClientMovement_Move();
1474 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1475 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1476 self.velocity_z -= g * 0.5;
1480 void PM_walk(float buttons_prev, float maxspd_mod)
1482 if (!WAS_ONGROUND(self))
1485 if (autocvar_speedmeter)
1486 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1488 if (self.lastground < time - 0.3)
1489 self.velocity *= (1 - PHYS_FRICTION_ONLAND);
1491 if (self.jumppadcount > 1)
1492 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1493 self.jumppadcount = 0;
1498 makevectors(self.v_angle.y * '0 1 0');
1499 vector wishvel = v_forward * self.movement.x
1500 + v_right * self.movement.y;
1502 vector wishdir = normalize(wishvel);
1503 float wishspeed = vlen(wishvel);
1505 wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1506 if (IS_DUCKED(self))
1509 // apply edge friction
1510 float f = vlen(vec2(self.velocity));
1514 trace_dphitq3surfaceflags = 0;
1515 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1516 // TODO: apply edge friction
1517 // apply ground friction
1518 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1519 realfriction = PHYS_FRICTION_SLICK;
1521 realfriction = PHYS_FRICTION;
1523 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1527 Mathematical analysis time!
1529 Our goal is to invert this mess.
1531 For the two cases we get:
1532 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1533 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1534 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1536 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1537 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1539 These cases would be chosen ONLY if:
1541 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1542 v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1544 v0 >= PHYS_STOPSPEED
1545 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1546 v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1549 float addspeed = wishspeed - self.velocity * wishdir;
1552 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1553 self.velocity += accelspeed * wishdir;
1555 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1556 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1557 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1558 if (self.velocity * self.velocity)
1559 PM_ClientMovement_Move();
1560 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1561 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1562 self.velocity_z -= g * 0.5;
1565 void PM_air(float buttons_prev, float maxspd_mod)
1567 makevectors(self.v_angle.y * '0 1 0');
1568 vector wishvel = v_forward * self.movement.x
1569 + v_right * self.movement.y;
1571 vector wishdir = normalize(wishvel);
1572 float wishspeed = vlen(wishvel);
1575 if (time >= self.teleport_time)
1577 if (pmove_waterjumptime <= 0)
1580 float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
1582 // apply air speed limit
1583 float airaccelqw = PHYS_AIRACCEL_QW(self);
1584 float wishspeed0 = wishspeed;
1585 wishspeed = min(wishspeed, maxairspd);
1586 if (IS_DUCKED(self))
1588 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1590 float accelerating = (self.velocity * wishdir > 0);
1591 float wishspeed2 = wishspeed;
1594 if (PHYS_AIRSTOPACCELERATE)
1596 vector curdir = normalize(vec2(self.velocity));
1597 airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1599 // note that for straight forward jumping:
1600 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1601 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1603 // dv/dt = accel * maxspeed (when slow)
1604 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1605 // log dv/dt = logaccel + logmaxspeed (when slow)
1606 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1607 float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1608 if (PHYS_MAXAIRSTRAFESPEED)
1609 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1610 if (PHYS_AIRSTRAFEACCELERATE(self))
1611 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
1612 if (PHYS_AIRSTRAFEACCEL_QW(self))
1614 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1616 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1619 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
1620 PM_AirAccelerate(wishdir, wishspeed2);
1622 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1624 if (PHYS_AIRCONTROL)
1625 CPM_PM_Aircontrol(wishdir, wishspeed2);
1627 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1628 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1629 self.velocity_z -= g * 0.5;
1631 self.velocity_z -= g;
1632 PM_ClientMovement_Move();
1633 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1634 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1635 self.velocity_z -= g * 0.5;
1638 // used for calculating airshots
1639 bool IsFlying(entity a)
1643 if(a.waterlevel >= WATERLEVEL_SWIMMING)
1645 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
1646 if(trace_fraction < 1)
1653 int buttons = PHYS_INPUT_BUTTON_MASK(self);
1655 self.items = getstati(STAT_ITEMS, 0, 24);
1657 self.movement = PHYS_INPUT_MOVEVALUES(self);
1659 vector oldv_angle = self.v_angle;
1660 vector oldangles = self.angles; // we need to save these, as they're abused by other code
1661 self.v_angle = PHYS_INPUT_ANGLES(self);
1662 self.angles = PHYS_WORLD_ANGLES(self);
1664 self.team = myteam + 1; // is this correct?
1665 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1666 UNSET_JUMP_HELD(self); // canjump = true
1667 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1669 PM_ClientMovement_UpdateStatus(true);
1674 WarpZone_PlayerPhysics_FixVAngle();
1676 float maxspeed_mod = 1;
1677 maxspeed_mod *= PM_check_keepaway();
1678 maxspeed_mod *= PHYS_HIGHSPEED;
1681 Physics_UpdateStats(maxspeed_mod);
1683 if (self.PlayerPhysplug)
1684 if (self.PlayerPhysplug())
1688 PM_check_race_movetime();
1690 anticheat_physics();
1693 if (PM_check_specialcommand(buttons))
1698 if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
1699 self.parm_idlesince = time;
1702 int buttons_prev = self.buttons_old;
1703 self.buttons_old = buttons;
1704 self.movement_old = self.movement;
1705 self.v_angle_old = self.v_angle;
1707 PM_check_nickspam();
1711 if (IS_BOT_CLIENT(self))
1713 if (playerdemo_read())
1718 if (IS_PLAYER(self))
1722 if (self.race_penalty)
1723 if (time > self.race_penalty)
1724 self.race_penalty = 0;
1727 bool not_allowed_to_move = false;
1729 if (self.race_penalty)
1730 not_allowed_to_move = true;
1733 if (time < game_starttime)
1734 not_allowed_to_move = true;
1737 if (not_allowed_to_move)
1739 self.velocity = '0 0 0';
1740 self.movetype = MOVETYPE_NONE;
1742 self.disableclientprediction = 2;
1746 else if (self.disableclientprediction == 2)
1748 if (self.movetype == MOVETYPE_NONE)
1749 self.movetype = MOVETYPE_WALK;
1750 self.disableclientprediction = 0;
1756 if (self.movetype == MOVETYPE_NONE)
1759 // when we get here, disableclientprediction cannot be 2
1760 self.disableclientprediction = 0;
1763 viewloc_PlayerPhysics();
1774 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1776 // conveyors: first fix velocity
1777 if (self.conveyor.state)
1778 self.velocity -= self.conveyor.movedir;
1781 MUTATOR_CALLHOOK(PlayerPhysics);
1787 // float forcedodge = 1;
1790 // PM_dodging_checkpressedkeys();
1793 // PM_ClientMovement_Move();
1798 if (!IS_PLAYER(self))
1800 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1801 if (!self.spectatorspeed)
1802 self.spectatorspeed = maxspeed_mod;
1803 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1805 if (self.lastclassname != "player")
1807 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1808 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1809 else if (self.impulse == 11)
1810 self.spectatorspeed = maxspeed_mod;
1811 else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1812 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1813 else if (self.impulse >= 1 && self.impulse <= 9)
1814 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1815 } // otherwise just clear
1818 maxspeed_mod = self.spectatorspeed;
1821 float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
1822 if(self.speed != spd)
1825 string temps = ftos(spd);
1826 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
1827 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
1828 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
1829 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
1832 if(self.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
1834 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
1835 stuffcmd(self, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
1837 if(self.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
1839 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
1840 stuffcmd(self, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
1846 // handle water here
1847 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1848 if(pointcontents(midpoint) == CONTENT_WATER)
1850 self.velocity = self.velocity * 0.5;
1853 //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1854 //{ self.velocity_z = 70; }
1860 if (!self.fixangle && !g_bugrigs)
1861 self.angles = '0 1 0' * self.v_angle.y;
1864 PM_check_hitground();
1869 if (IS_PLAYER(self))
1872 if (self.flags & FL_WATERJUMP)
1874 self.velocity_x = self.movedir_x;
1875 self.velocity_y = self.movedir_y;
1876 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1878 self.flags &= ~FL_WATERJUMP;
1879 self.teleport_time = 0;
1884 else if (g_bugrigs && IS_PLAYER(self))
1888 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS_STAT(self) & BUFF_FLIGHT.m_itemid))
1889 PM_fly(maxspeed_mod);
1891 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1892 PM_swim(maxspeed_mod);
1894 else if (time < self.ladder_time)
1895 PM_ladder(maxspeed_mod);
1897 else if (ITEMS_STAT(self) & IT_USING_JETPACK)
1898 PM_jetpack(maxspeed_mod);
1900 else if (IS_ONGROUND(self))
1901 PM_walk(buttons_prev, maxspeed_mod);
1904 PM_air(buttons_prev, maxspeed_mod);
1907 if (!IS_OBSERVER(self))
1913 if (IS_ONGROUND(self))
1914 self.lastground = time;
1916 // conveyors: then break velocity again
1917 if(self.conveyor.state)
1918 self.velocity += self.conveyor.movedir;
1920 self.lastflags = self.flags;
1922 self.lastclassname = self.classname;
1925 self.v_angle = oldv_angle;
1926 self.angles = oldangles;
1931 void SV_PlayerPhysics(void)
1933 void CSQC_ClientMovement_PlayerMove_Frame(void)
1940 ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
1941 (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
1942 ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);