4 .int disableclientprediction;
6 void sys_phys_simulate(entity this, float dt);
8 void sys_phys_update(entity this, float dt)
10 sys_in_update(this, dt);
12 sys_phys_fix(this, dt);
13 if (sys_phys_override(this)) { return; } sys_phys_monitor(this);
15 int buttons_prev = this.buttons_old;
16 this.buttons_old = PHYS_INPUT_BUTTON_MASK(this);
17 this.movement_old = this.movement;
18 this.v_angle_old = this.v_angle;
22 sys_phys_pregame_hold(this);
25 if (PHYS_MOVETYPE(this) == MOVETYPE_NONE) { return; }
26 // when we get here, disableclientprediction cannot be 2
27 this.disableclientprediction = 0;
30 viewloc_PlayerPhysics(this);
32 PM_check_frozen(this);
34 PM_check_blocked(this);
36 float maxspeed_mod = (!this.in_swamp) ? 1 : this.swamp_slowdown; // cvar("g_balance_swamp_moverate");
38 // conveyors: first fix velocity
39 if (this.conveyor.state) { this.velocity -= this.conveyor.movedir; }
40 MUTATOR_CALLHOOK(PlayerPhysics, this);
42 if (!IS_PLAYER(this)) {
43 sys_phys_spectator_control(this);
44 maxspeed_mod = this.spectatorspeed;
46 sys_phys_fixspeed(this, maxspeed_mod);
50 vector midpoint = ((this.absmin + this.absmax) * 0.5);
51 if (pointcontents(midpoint) == CONTENT_WATER) {
52 this.velocity = this.velocity * 0.5;
55 // if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
56 // { this.velocity_z = 70; }
61 if (IS_SVQC && !PHYS_FIXANGLE(this)) { this.angles = '0 1 0' * this.v_angle.y; }
62 if (IS_PLAYER(this)) {
63 if (IS_ONGROUND(this)) {
64 PM_check_hitground(this);
66 } else if (IsFlying(this)) {
67 this.wasFlying = true;
69 CheckPlayerJump(this);
72 if (this.flags & FL_WATERJUMP) {
73 this.velocity_x = this.movedir.x;
74 this.velocity_y = this.movedir.y;
75 if (time > PHYS_TELEPORT_TIME(this)
76 || this.waterlevel == WATERLEVEL_NONE
77 || PHYS_WATERJUMP_TIME(this) <= 0
79 this.flags &= ~FL_WATERJUMP;
80 PHYS_TELEPORT_TIME(this) = 0;
81 PHYS_WATERJUMP_TIME(this) = 0;
83 } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod)) {
85 } else if (PHYS_MOVETYPE(this) == MOVETYPE_NOCLIP
86 || PHYS_MOVETYPE(this) == MOVETYPE_FLY
87 || PHYS_MOVETYPE(this) == MOVETYPE_FLY_WORLDONLY
88 || MUTATOR_CALLHOOK(IsFlying, this)) {
89 this.com_phys_friction = PHYS_FRICTION(this);
90 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
91 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
92 this.com_phys_friction_air = true;
93 sys_phys_simulate(this, dt);
94 this.com_phys_friction_air = false;
95 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
96 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
97 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
98 this.com_phys_water = true;
99 sys_phys_simulate(this, dt);
100 this.com_phys_water = false;
101 } else if (time < this.ladder_time) {
102 this.com_phys_friction = PHYS_FRICTION(this);
103 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
104 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
105 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
106 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
107 this.com_phys_ladder = true;
108 this.com_phys_friction_air = true;
109 sys_phys_simulate(this, dt);
110 this.com_phys_friction_air = false;
111 this.com_phys_ladder = false;
112 this.com_phys_gravity = '0 0 0';
113 } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
114 PM_jetpack(this, maxspeed_mod);
115 } else if (IS_ONGROUND(this)) {
116 if (!WAS_ONGROUND(this)) {
117 emit(phys_land, this);
118 if (this.lastground < time - 0.3) {
119 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
122 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
123 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
124 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
125 this.com_phys_ground = true;
126 this.com_phys_vel_2d = true;
127 sys_phys_simulate(this, dt);
128 this.com_phys_vel_2d = false;
129 this.com_phys_ground = false;
130 this.com_phys_gravity = '0 0 0';
132 PM_air(this, buttons_prev, maxspeed_mod);
136 if (IS_ONGROUND(this)) { this.lastground = time; }
137 // conveyors: then break velocity again
138 if (this.conveyor.state) { this.velocity += this.conveyor.movedir; }
139 this.lastflags = this.flags;
141 this.lastclassname = this.classname;
144 void sys_phys_simulate(entity this, float dt)
146 const vector g = -this.com_phys_gravity;
147 const bool jump = this.com_in_jump;
149 if (!this.com_phys_ground) {
152 // on a spawnfunc_func_ladder
153 // swimming in spawnfunc_func_water
155 UNSET_ONGROUND(this);
157 if (this.com_phys_friction_air) {
158 this.velocity_z += g.z / 2;
159 this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
160 this.velocity_z += g.z / 2;
164 if (this.com_phys_water) {
165 // water jump only in certain situations
166 // this mimics quakeworld code
167 if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
168 vector yawangles = '0 1 0' * this.v_angle.y;
169 makevectors(yawangles);
170 vector forward = v_forward;
171 vector spot = this.origin + 24 * forward;
173 traceline(spot, spot, MOVE_NOMONSTERS, this);
174 if (trace_startsolid) {
176 traceline(spot, spot, MOVE_NOMONSTERS, this);
177 if (!trace_startsolid) {
178 this.velocity = forward * 50;
179 this.velocity_z = 310;
180 if (IS_CSQC) { PHYS_WATERJUMP_TIME(this) = 2; }
181 UNSET_ONGROUND(this);
187 makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
188 // wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
189 vector wishvel = v_forward * this.movement.x
190 + v_right * this.movement.y
191 + '0 0 1' * this.movement.z * (this.com_phys_vel_2d ? 0 : 1);
192 if (this.com_phys_water) {
194 wishvel.z = -160; // drift anyway
195 } else if (wishvel == '0 0 0') {
196 wishvel = '0 0 -60'; // drift towards bottom
199 if (this.com_phys_ladder) {
201 wishvel.z = this.oldmovement.x;
203 if (this.ladder_entity.classname == "func_water") {
204 float f = vlen(wishvel);
205 if (f > this.ladder_entity.speed) {
206 wishvel *= (this.ladder_entity.speed / f);
209 this.watertype = this.ladder_entity.skin;
210 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
211 if ((this.origin_z + this.view_ofs_z) < f) {
212 this.waterlevel = WATERLEVEL_SUBMERGED;
213 } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
214 this.waterlevel = WATERLEVEL_SWIMMING;
215 } else if ((this.origin_z + this.mins_z + 1) < f) {
216 this.waterlevel = WATERLEVEL_WETFEET;
218 this.waterlevel = WATERLEVEL_NONE;
219 this.watertype = CONTENT_EMPTY;
224 const vector wishdir = normalize(wishvel);
225 float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
226 if (this.com_phys_ground || this.com_phys_water) {
227 if (IS_DUCKED(this)) { wishspeed *= 0.5; }
229 if (this.com_phys_water) {
232 // if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
235 float f = 1 - dt * PHYS_FRICTION(this);
236 f = min(max(0, f), 1);
239 f = wishspeed - this.velocity * wishdir;
241 float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
242 this.velocity += accelspeed * wishdir;
245 // holding jump button swims upward slowly
246 if (jump && !this.viewloc) {
251 // idea: double those
252 this.velocity_z = 200;
256 const float addspeed = wishspeed - this.velocity * wishdir;
258 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
259 this.velocity += accelspeed * wishdir;
262 // water acceleration
263 PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
264 PM_ClientMovement_Move(this);
268 if (this.com_phys_ground) {
269 // apply edge friction
270 const float f2 = vlen2(vec2(this.velocity));
272 trace_dphitq3surfaceflags = 0;
273 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
274 // TODO: apply edge friction
275 // apply ground friction
276 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
277 ? PHYS_FRICTION_SLICK(this)
278 : PHYS_FRICTION(this);
281 f = 1 - dt * realfriction
282 * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
286 Mathematical analysis time!
288 Our goal is to invert this mess.
290 For the two cases we get:
291 v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
292 = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
293 v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
295 v = v0 * (1 - dt * PHYS_FRICTION(this))
296 v0 = v / (1 - dt * PHYS_FRICTION(this))
298 These cases would be chosen ONLY if:
299 v0 < PHYS_STOPSPEED(this)
300 v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
301 v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
303 v0 >= PHYS_STOPSPEED(this)
304 v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
305 v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
308 const float addspeed = wishspeed - this.velocity * wishdir;
310 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
311 this.velocity += accelspeed * wishdir;
313 if (IS_CSQC && vdist(this.velocity, >, 0)) {
314 PM_ClientMovement_Move(this);
319 if (IS_CSQC || time >= PHYS_TELEPORT_TIME(this)) {
320 PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
322 PM_ClientMovement_Move(this);