7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_airstrafeaccel_qw;
18 float sv_aircontrol_power;
19 float sv_warsowbunny_airforwardaccel;
20 float sv_warsowbunny_accel;
21 float sv_warsowbunny_topspeed;
22 float sv_warsowbunny_turnaccel;
23 float sv_warsowbunny_backtosideratio;
26 .entity ladder_entity;
28 .float swamp_slowdown;
32 .float spectatorspeed;
38 When you press the jump key
41 void PlayerJump (void)
49 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
50 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
54 mjumpheight = cvar("sv_jumpvelocity");
55 if (self.waterlevel >= WATERLEVEL_SWIMMING)
57 if (self.watertype == CONTENT_WATER)
58 self.velocity_z = 200;
59 else if (self.watertype == CONTENT_SLIME)
68 if (!(self.flags & FL_ONGROUND))
72 if (!(self.flags & FL_JUMPRELEASED))
75 if(self.health <= g_bloodloss)
80 if(self.runes & RUNE_SPEED)
82 if(self.runes & CURSE_SLOW)
83 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
85 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
87 else if(self.runes & CURSE_SLOW)
89 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
93 if(g_minstagib && (self.items & IT_INVINCIBLE))
95 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
98 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
99 // velocity bounds. Final velocity is bound between (jumpheight *
100 // min + jumpheight) and (jumpheight * max + jumpheight);
102 if(cvar_string("sv_jumpspeedcap_min") != "")
106 minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
108 if (self.velocity_z < minjumpspeed)
109 mjumpheight += minjumpspeed - self.velocity_z;
112 if(cvar_string("sv_jumpspeedcap_max") != "")
114 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
115 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
117 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
121 maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
123 if (self.velocity_z > maxjumpspeed)
124 mjumpheight -= self.velocity_z - maxjumpspeed;
128 if(!(self.lastflags & FL_ONGROUND))
130 if(cvar("speedmeter"))
131 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
132 if(self.lastground < time - 0.3)
134 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
135 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
137 if(self.jumppadcount > 1)
138 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
139 self.jumppadcount = 0;
142 self.velocity_z = self.velocity_z + mjumpheight;
143 self.oldvelocity_z = self.velocity_z;
145 self.flags &~= FL_ONGROUND;
146 self.flags &~= FL_JUMPRELEASED;
149 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
151 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
154 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
156 self.restart_jump = -1; // restart jump anim next time
157 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
160 void CheckWaterJump()
162 local vector start, end;
164 // check for a jump-out-of-water
165 makevectors (self.angles);
167 start_z = start_z + 8;
169 normalize(v_forward);
170 end = start + v_forward*24;
171 traceline (start, end, TRUE, self);
172 if (trace_fraction < 1)
174 start_z = start_z + self.maxs_z - 8;
175 end = start + v_forward*24;
176 self.movedir = trace_plane_normal * -50;
177 traceline (start, end, TRUE, self);
178 if (trace_fraction == 1)
179 { // open at eye level
180 self.flags |= FL_WATERJUMP;
181 self.velocity_z = 225;
182 self.flags &~= FL_JUMPRELEASED;
183 self.teleport_time = time + 2; // safety net
189 float racecar_angle(float forward, float down)
191 float ret, angle_mult;
199 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
201 angle_mult = forward / (800 + forward);
204 return ret * angle_mult + 360 * (1 - angle_mult);
206 return ret * angle_mult;
209 void RaceCarPhysics()
211 // using this move type for "big rigs"
212 // the engine does not push the entity!
214 float accel, steer, f;
215 vector angles_save, rigvel;
217 angles_save = self.angles;
218 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
219 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
221 if(g_bugrigs_reverse_speeding)
225 // back accel is DIGITAL
226 // to prevent speedhack
236 makevectors(self.angles); // new forward direction!
238 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
240 float myspeed, upspeed, steerfactor, accelfactor;
242 myspeed = self.velocity * v_forward;
243 upspeed = self.velocity * v_up;
245 // responsiveness factor for steering and acceleration
246 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
247 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
249 if(myspeed < 0 && g_bugrigs_reverse_spinning)
250 steerfactor = -myspeed * g_bugrigs_steer;
252 steerfactor = -myspeed * f * g_bugrigs_steer;
254 if(myspeed < 0 && g_bugrigs_reverse_speeding)
255 accelfactor = g_bugrigs_accel;
257 accelfactor = f * g_bugrigs_accel;
258 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
264 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
268 if(!g_bugrigs_reverse_speeding)
269 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
276 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
280 if(g_bugrigs_reverse_stopping)
283 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
286 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
287 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
289 self.angles_y += steer * frametime * steerfactor; // apply steering
290 makevectors(self.angles); // new forward direction!
292 myspeed += accel * accelfactor * frametime;
294 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
298 myspeed = vlen(self.velocity);
300 // responsiveness factor for steering and acceleration
301 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
302 steerfactor = -myspeed * f;
303 self.angles_y += steer * frametime * steerfactor; // apply steering
305 rigvel = self.velocity;
306 makevectors(self.angles); // new forward direction!
309 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
310 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
311 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
312 //MAXIMA: solve(total_acceleration(v) = 0, v);
314 if(g_bugrigs_planar_movement)
316 vector rigvel_xy, neworigin, up;
319 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
323 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
326 mt = MOVE_NOMONSTERS;
328 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
329 up = trace_endpos - self.origin;
331 // BUG RIGS: align the move to the surface instead of doing collision testing
333 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
336 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
338 if(trace_fraction < 0.5)
341 neworigin = self.origin;
344 neworigin = trace_endpos;
346 if(trace_fraction < 1)
348 // now set angles_x so that the car points parallel to the surface
349 self.angles = vectoangles(
350 '1 0 0' * v_forward_x * trace_plane_normal_z
352 '0 1 0' * v_forward_y * trace_plane_normal_z
354 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
356 self.flags |= FL_ONGROUND;
360 // now set angles_x so that the car points forward, but is tilted in velocity direction
361 self.flags &~= FL_ONGROUND;
364 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
365 self.movetype = MOVETYPE_NOCLIP;
369 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
370 self.velocity = rigvel;
371 self.movetype = MOVETYPE_FLY;
375 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
376 if(trace_fraction != 1)
378 self.angles = vectoangles2(
379 '1 0 0' * v_forward_x * trace_plane_normal_z
381 '0 1 0' * v_forward_y * trace_plane_normal_z
383 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
391 vel_local_x = v_forward * self.velocity;
392 vel_local_y = v_right * self.velocity;
393 vel_local_z = v_up * self.velocity;
395 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
396 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
400 vector vf1, vu1, smoothangles;
401 makevectors(self.angles);
402 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
407 makevectors(angles_save);
408 vf1 = vf1 + v_forward * (1 - f);
409 vu1 = vu1 + v_up * (1 - f);
410 smoothangles = vectoangles2(vf1, vu1);
411 self.angles_x = -smoothangles_x;
412 self.angles_z = smoothangles_z;
415 float IsMoveInDirection(vector mv, float angle) // key mix factor
417 if(mv_x == 0 && mv_y == 0)
418 return 0; // avoid division by zero
419 angle -= RAD2DEG * atan2(mv_y, mv_x);
420 angle = remainder(angle, 360) / 45;
425 return 1 - fabs(angle);
428 float GeomLerp(float a, float lerp, float b)
444 return a * pow(fabs(b / a), lerp);
447 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
449 float zspeed, xyspeed, dot, k;
452 // this doesn't play well with analog input
453 if(self.movement_x == 0 || self.movement_y != 0)
454 return; // can't control movement if not moving forward or backward
457 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
462 k *= bound(0, wishspeed / sv_maxairspeed, 1);
464 zspeed = self.velocity_z;
466 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
468 dot = self.velocity * wishdir;
470 if(dot > 0) // we can't change direction while slowing down
472 k *= fabs(sv_aircontrol)*pow(dot, sv_aircontrol_power)*frametime;
473 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
476 self.velocity = self.velocity * xyspeed;
477 self.velocity_z = zspeed;
480 // example config for alternate speed clamping:
481 // sv_airaccel_qw 0.8
482 // sv_airaccel_sideways_friction 0
483 // prvm_globalset server speedclamp_mode 1
485 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
493 float vel_xy_current;
494 float vel_xy_backward, vel_xy_forward;
497 speedclamp = (accelqw < 0);
501 if(cvar("sv_gameplayfix_q2airaccelerate"))
502 wishspeed0 = wishspeed;
504 vel_straight = self.velocity * wishdir;
505 vel_z = self.velocity_z;
506 vel_xy = self.velocity - vel_z * '0 0 1';
507 vel_perpend = vel_xy - vel_straight * wishdir;
509 step = accel * frametime * wishspeed0;
511 vel_xy_current = vlen(vel_xy);
512 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
513 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
514 if(vel_xy_backward < 0)
515 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
517 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
519 if(sidefric < 0 && (vel_perpend*vel_perpend))
520 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
523 f = max(0, 1 + frametime * wishspeed * sidefric);
524 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
525 // this cannot be > 1
527 vel_perpend = vel_perpend * max(0, f);
530 fminimum = sqrt(fminimum);
531 vel_perpend = vel_perpend * max(fminimum, f);
535 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
537 vel_xy = vel_straight * wishdir + vel_perpend;
541 // ensure we don't get too fast or decelerate faster than we should
542 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
543 if(vel_xy_current > 0) // prevent division by zero
544 vel_xy = normalize(vel_xy) * vel_xy_current;
547 self.velocity = vel_xy + vel_z * '0 0 1';
550 void PM_AirAccelerate(vector wishdir, float wishspeed)
552 vector curvel, wishvel, acceldir, curdir;
553 float addspeed, accelspeed, curspeed, f;
559 curvel = self.velocity;
561 curspeed = vlen(curvel);
563 if(wishspeed > curspeed * 1.01)
565 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
569 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
570 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
572 wishvel = wishdir * wishspeed;
573 acceldir = wishvel - curvel;
574 addspeed = vlen(acceldir);
575 acceldir = normalize(acceldir);
577 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
579 if(sv_warsowbunny_backtosideratio < 1)
581 curdir = normalize(curvel);
582 dot = acceldir * curdir;
584 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
587 self.velocity += accelspeed * acceldir;
590 .vector movement_old;
593 .string lastclassname;
595 .float() PlayerPhysplug;
597 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
598 .float specialcommand_pos;
599 void SpecialCommand()
604 if(!CheatImpulse(99))
605 print("A hollow voice says \"Plugh\".\n");
609 float speedaward_speed;
610 string speedaward_holder;
611 void race_send_speedaward(float msg)
613 // send the best speed of the round
614 WriteByte(msg, SVC_TEMPENTITY);
615 WriteByte(msg, TE_CSQC_RACE);
616 WriteByte(msg, RACE_NET_SPEED_AWARD);
617 WriteInt24_t(msg, floor(speedaward_speed+0.5));
618 WriteString(msg, speedaward_holder);
621 float speedaward_alltimebest;
622 string speedaward_alltimebest_holder;
623 void race_send_speedaward_alltimebest(float msg)
625 // send the best speed
626 WriteByte(msg, SVC_TEMPENTITY);
627 WriteByte(msg, TE_CSQC_RACE);
628 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
629 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
630 WriteString(msg, speedaward_alltimebest_holder);
633 string GetMapname(void);
634 float speedaward_lastupdate;
635 float speedaward_lastsent;
636 var float autocvar_g_movement_highspeed = 1;
637 void SV_PlayerPhysics()
639 local vector wishvel, wishdir, v;
640 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
643 float not_allowed_to_move;
646 // fix physics stats for g_movement_highspeed
647 self.stat_sv_airaccel_qw = copysign(bound(0, 1-(1-fabs(sv_airaccel_qw))*autocvar_g_movement_highspeed, 1), sv_airaccel_qw);
648 if(sv_airstrafeaccel_qw)
649 self.stat_sv_airstrafeaccel_qw = copysign(bound(0.001, 1-(1-fabs(sv_airstrafeaccel_qw))*autocvar_g_movement_highspeed, 1), sv_airstrafeaccel_qw);
651 self.stat_sv_airstrafeaccel_qw = 0;
653 if(self.PlayerPhysplug)
654 if(self.PlayerPhysplug())
657 self.race_movetime_frac += frametime;
658 f = floor(self.race_movetime_frac);
659 self.race_movetime_frac -= f;
660 self.race_movetime_count += f;
661 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
665 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
669 else if(buttons == 1)
671 else if(buttons == 2)
673 else if(buttons == 128)
675 else if(buttons == 256)
677 else if(buttons == 512)
679 else if(buttons == 1024)
684 if(c == substring(specialcommand, self.specialcommand_pos, 1))
686 self.specialcommand_pos += 1;
687 if(self.specialcommand_pos >= strlen(specialcommand))
689 self.specialcommand_pos = 0;
694 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
695 self.specialcommand_pos = 0;
697 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
699 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
700 self.parm_idlesince = time;
702 buttons_prev = self.buttons_old;
703 self.buttons_old = buttons;
704 self.movement_old = self.movement;
705 self.v_angle_old = self.v_angle;
707 if(time < self.nickspamtime)
708 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
710 // slight annoyance for nick change scripts
711 self.movement = -1 * self.movement;
712 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
714 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
716 self.angles_x = random() * 360;
717 self.angles_y = random() * 360;
718 // at least I'm not forcing retardedview by also assigning to angles_z
723 if (self.punchangle != '0 0 0')
725 f = vlen(self.punchangle) - 10 * frametime;
727 self.punchangle = normalize(self.punchangle) * f;
729 self.punchangle = '0 0 0';
732 if (self.punchvector != '0 0 0')
734 f = vlen(self.punchvector) - 30 * frametime;
736 self.punchvector = normalize(self.punchvector) * f;
738 self.punchvector = '0 0 0';
741 if (clienttype(self) == CLIENTTYPE_BOT)
743 if(playerdemo_read())
748 MUTATOR_CALLHOOK(PlayerPhysics);
750 self.items &~= IT_USING_JETPACK;
752 if(self.classname == "player")
754 if(self.race_penalty)
755 if(time > self.race_penalty)
756 self.race_penalty = 0;
758 not_allowed_to_move = 0;
759 if(self.race_penalty)
760 not_allowed_to_move = 1;
761 if(!cvar("sv_ready_restart_after_countdown"))
762 if(time < game_starttime)
763 not_allowed_to_move = 1;
765 if(not_allowed_to_move)
767 self.velocity = '0 0 0';
768 self.movetype = MOVETYPE_NONE;
769 self.disableclientprediction = 2;
771 else if(self.disableclientprediction == 2)
773 if(self.movetype == MOVETYPE_NONE)
774 self.movetype = MOVETYPE_WALK;
775 self.disableclientprediction = 0;
779 if (self.movetype == MOVETYPE_NONE)
786 if(self.runes & RUNE_SPEED)
788 if(self.runes & CURSE_SLOW)
789 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
791 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
793 else if(self.runes & CURSE_SLOW)
795 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
799 if(g_minstagib && (self.items & IT_INVINCIBLE))
801 maxspd_mod = cvar("g_minstagib_speed_moverate");
804 if(g_nexball && self.ballcarried)
806 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
811 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
814 if(self.classname != "player")
816 maxspd_mod = cvar("sv_spectator_speed_multiplier");
817 if(!self.spectatorspeed)
818 self.spectatorspeed = maxspd_mod;
819 if(self.impulse && self.impulse <= 19)
821 if(self.lastclassname != "player")
823 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
824 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
825 else if(self.impulse == 11)
826 self.spectatorspeed = maxspd_mod;
827 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
828 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
829 else if(self.impulse >= 1 && self.impulse <= 9)
830 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
831 } // otherwise just clear
834 maxspd_mod = self.spectatorspeed;
837 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
838 if(self.speed != spd)
842 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
843 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
844 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
845 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
848 maxspd_mod *= swampspd_mod; // only one common speed modder please!
851 // if dead, behave differently
855 if (!self.fixangle && !g_bugrigs)
858 self.angles_y = self.v_angle_y;
862 if(self.flags & FL_ONGROUND)
867 if(self.waterlevel < WATERLEVEL_SWIMMING)
868 if(time >= self.ladder_time)
871 self.nextstep = time + 0.3 + random() * 0.1;
872 trace_dphitq3surfaceflags = 0;
873 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
874 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
876 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
877 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
879 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
887 if(self.classname == "player")
889 if (self.BUTTON_JUMP)
892 self.flags |= FL_JUMPRELEASED;
894 if (self.waterlevel == WATERLEVEL_SWIMMING)
898 if (self.flags & FL_WATERJUMP )
900 self.velocity_x = self.movedir_x;
901 self.velocity_y = self.movedir_y;
902 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
904 self.flags &~= FL_WATERJUMP;
905 self.teleport_time = 0;
908 else if (g_bugrigs && self.classname == "player")
912 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
914 // noclipping or flying
915 self.flags &~= FL_ONGROUND;
917 self.velocity = self.velocity * (1 - frametime * sv_friction);
918 makevectors(self.v_angle);
919 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
920 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
922 wishdir = normalize(wishvel);
923 wishspeed = vlen(wishvel);
924 if (wishspeed > sv_maxspeed*maxspd_mod)
925 wishspeed = sv_maxspeed*maxspd_mod;
926 if (time >= self.teleport_time)
927 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
929 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
932 self.flags &~= FL_ONGROUND;
934 makevectors(self.v_angle);
935 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
936 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
937 if (wishvel == '0 0 0')
938 wishvel = '0 0 -60'; // drift towards bottom
940 wishdir = normalize(wishvel);
941 wishspeed = vlen(wishvel);
942 if (wishspeed > sv_maxspeed*maxspd_mod)
943 wishspeed = sv_maxspeed*maxspd_mod;
944 wishspeed = wishspeed * 0.7;
947 self.velocity = self.velocity * (1 - frametime * sv_friction);
949 // water acceleration
950 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
952 else if (time < self.ladder_time)
954 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
955 self.flags &~= FL_ONGROUND;
957 self.velocity = self.velocity * (1 - frametime * sv_friction);
958 makevectors(self.v_angle);
959 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
960 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
962 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
964 self.velocity_z = self.velocity_z + sv_gravity * frametime;
965 if (self.ladder_entity.classname == "func_water")
968 if (f > self.ladder_entity.speed)
969 wishvel = wishvel * (self.ladder_entity.speed / f);
971 self.watertype = self.ladder_entity.skin;
972 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
973 if ((self.origin_z + self.view_ofs_z) < f)
974 self.waterlevel = WATERLEVEL_SUBMERGED;
975 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
976 self.waterlevel = WATERLEVEL_SWIMMING;
977 else if ((self.origin_z + self.mins_z + 1) < f)
978 self.waterlevel = WATERLEVEL_WETFEET;
981 self.waterlevel = WATERLEVEL_NONE;
982 self.watertype = CONTENT_EMPTY;
986 wishdir = normalize(wishvel);
987 wishspeed = vlen(wishvel);
988 if (wishspeed > sv_maxspeed*maxspd_mod)
989 wishspeed = sv_maxspeed*maxspd_mod;
990 if (time >= self.teleport_time)
992 // water acceleration
993 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
996 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
998 //makevectors(self.v_angle_y * '0 1 0');
999 makevectors(self.v_angle);
1000 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1001 // add remaining speed as Z component
1002 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
1003 // fix speedhacks :P
1004 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1005 // add the unused velocity as up component
1008 // if(self.BUTTON_JUMP)
1009 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1011 // it is now normalized, so...
1012 float a_side, a_up, a_add, a_diff;
1013 a_side = cvar("g_jetpack_acceleration_side");
1014 a_up = cvar("g_jetpack_acceleration_up");
1015 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1017 wishvel_x *= a_side;
1018 wishvel_y *= a_side;
1024 //////////////////////////////////////////////////////////////////////////////////////
1025 // finding the maximum over all vectors of above form
1026 // with wishvel having an absolute value of 1
1027 //////////////////////////////////////////////////////////////////////////////////////
1028 // we're finding the maximum over
1029 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1030 // for z in the range from -1 to 1
1031 //////////////////////////////////////////////////////////////////////////////////////
1032 // maximum is EITHER attained at the single extreme point:
1033 a_diff = a_side * a_side - a_up * a_up;
1036 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1037 if(f > -1 && f < 1) // can it be attained?
1039 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1040 //print("middle\n");
1043 // OR attained at z = 1:
1044 f = (a_up + a_add) * (a_up + a_add);
1050 // OR attained at z = -1:
1051 f = (a_up - a_add) * (a_up - a_add);
1055 //print("bottom\n");
1058 //////////////////////////////////////////////////////////////////////////////////////
1060 //print("best possible acceleration: ", ftos(best), "\n");
1063 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1064 if(wishvel_z - sv_gravity > 0)
1065 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1067 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1070 fvel = vlen(wishvel);
1073 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1075 fvel = min(1, vlen(wishvel) / best);
1076 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1077 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1081 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1083 if (f > 0 && wishvel != '0 0 0')
1085 self.velocity = self.velocity + wishvel * f * frametime;
1086 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1087 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1088 self.flags &~= FL_ONGROUND;
1089 self.items |= IT_USING_JETPACK;
1091 // jetpack also inhibits health regeneration, but only for 1 second
1092 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1095 else if (self.flags & FL_ONGROUND)
1097 // we get here if we ran out of ammo
1098 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1099 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1102 makevectors(self.v_angle_y * '0 1 0');
1103 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1105 if(!(self.lastflags & FL_ONGROUND))
1107 if(cvar("speedmeter"))
1108 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1109 if(self.lastground < time - 0.3)
1110 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1111 if(self.jumppadcount > 1)
1112 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1113 self.jumppadcount = 0;
1116 #ifdef LETS_TEST_FTEQCC
1117 if(self.velocity_x || self.velocity_y)
1135 if (f < sv_stopspeed)
1136 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1138 f = 1 - frametime * sv_friction;
1140 self.velocity = self.velocity * f;
1142 self.velocity = '0 0 0';
1146 wishdir = normalize(wishvel);
1147 wishspeed = vlen(wishvel);
1148 if (wishspeed > sv_maxspeed*maxspd_mod)
1149 wishspeed = sv_maxspeed*maxspd_mod;
1151 wishspeed = wishspeed * 0.5;
1152 if (time >= self.teleport_time)
1153 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1158 // we get here if we ran out of ammo
1159 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1160 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1164 maxairspd = sv_maxairspeed*maxspd_mod;
1165 airaccel = sv_airaccelerate*maxspd_mod;
1169 maxairspd = sv_maxairspeed;
1170 airaccel = sv_airaccelerate;
1173 makevectors(self.v_angle_y * '0 1 0');
1174 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1176 wishdir = normalize(wishvel);
1177 wishspeed = wishspeed0 = vlen(wishvel);
1178 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1179 wishspeed0 = sv_maxspeed*maxspd_mod;
1180 if (wishspeed > maxairspd)
1181 wishspeed = maxairspd;
1183 wishspeed = wishspeed * 0.5;
1184 if (time >= self.teleport_time)
1191 airaccelqw = self.stat_sv_airaccel_qw;
1192 accelerating = (self.velocity * wishdir > 0);
1193 wishspeed2 = wishspeed;
1196 if(sv_airstopaccelerate)
1197 if(self.velocity * wishdir < 0)
1198 airaccel = sv_airstopaccelerate*maxspd_mod;
1199 // note that for straight forward jumping:
1200 // step = accel * frametime * wishspeed0;
1201 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1203 // dv/dt = accel * maxspeed (when slow)
1204 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1205 // log dv/dt = logaccel + logmaxspeed (when slow)
1206 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1207 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1208 if(sv_maxairstrafespeed)
1209 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1210 if(sv_airstrafeaccelerate)
1211 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1212 if(self.stat_sv_airstrafeaccel_qw)
1213 airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
1216 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1217 PM_AirAccelerate(wishdir, wishspeed);
1219 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1222 CPM_PM_Aircontrol(wishdir, wishspeed2);
1226 if((g_cts || g_race) && self.classname != "observer") {
1227 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1228 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1229 speedaward_holder = self.netname;
1230 speedaward_lastupdate = time;
1232 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1238 race_send_speedaward(MSG_ALL);
1239 speedaward_lastsent = speedaward_speed;
1240 if (speedaward_speed > speedaward_alltimebest) {
1241 speedaward_alltimebest = speedaward_speed;
1242 speedaward_alltimebest_holder = speedaward_holder;
1243 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1244 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1245 race_send_speedaward_alltimebest(MSG_ALL);
1250 if(self.flags & FL_ONGROUND)
1251 self.lastground = time;
1253 self.lastflags = self.flags;
1254 self.lastclassname = self.classname;