11 .float spectatorspeed;
17 When you press the jump key
20 void PlayerJump (void)
22 float doublejump = FALSE;
24 player_multijump = doublejump;
25 if(MUTATOR_CALLHOOK(PlayerJump))
28 doublejump = player_multijump;
32 if (autocvar_sv_doublejump)
34 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
35 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
39 // we MUST clip velocity here!
41 f = self.velocity * trace_plane_normal;
43 self.velocity -= f * trace_plane_normal;
47 mjumpheight = autocvar_sv_jumpvelocity;
48 if (self.waterlevel >= WATERLEVEL_SWIMMING)
50 self.velocity_z = self.stat_sv_maxspeed * 0.7;
55 if (!(self.flags & FL_ONGROUND))
58 if(self.cvar_cl_movement_track_canjump)
59 if (!(self.flags & FL_JUMPRELEASED))
62 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
63 // velocity bounds. Final velocity is bound between (jumpheight *
64 // min + jumpheight) and (jumpheight * max + jumpheight);
66 if(autocvar_sv_jumpspeedcap_min != "")
70 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
72 if (self.velocity_z < minjumpspeed)
73 mjumpheight += minjumpspeed - self.velocity_z;
76 if(autocvar_sv_jumpspeedcap_max != "")
78 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
79 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
81 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
85 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
87 if (self.velocity_z > maxjumpspeed)
88 mjumpheight -= self.velocity_z - maxjumpspeed;
92 if(!(self.lastflags & FL_ONGROUND))
94 if(autocvar_speedmeter)
95 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
96 if(self.lastground < time - 0.3)
98 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
99 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
101 if(self.jumppadcount > 1)
102 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
103 self.jumppadcount = 0;
106 self.velocity_z = self.velocity_z + mjumpheight;
107 self.oldvelocity_z = self.velocity_z;
109 self.flags &~= FL_ONGROUND;
110 self.flags &~= FL_JUMPRELEASED;
112 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
114 self.restart_jump = -1; // restart jump anim next time
115 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
117 void CheckWaterJump()
121 // check for a jump-out-of-water
122 makevectors (self.angles);
124 start_z = start_z + 8;
126 normalize(v_forward);
127 end = start + v_forward*24;
128 traceline (start, end, TRUE, self);
129 if (trace_fraction < 1)
131 start_z = start_z + self.maxs_z - 8;
132 end = start + v_forward*24;
133 self.movedir = trace_plane_normal * -50;
134 traceline (start, end, TRUE, self);
135 if (trace_fraction == 1)
136 { // open at eye level
137 self.flags |= FL_WATERJUMP;
138 self.velocity_z = 225;
139 self.flags &~= FL_JUMPRELEASED;
140 self.teleport_time = time + 2; // safety net
145 void CheckPlayerJump()
147 if (self.BUTTON_JUMP)
150 self.flags |= FL_JUMPRELEASED;
152 if (self.waterlevel == WATERLEVEL_SWIMMING)
156 float racecar_angle(float forward, float down)
158 float ret, angle_mult;
166 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
168 angle_mult = forward / (800 + forward);
171 return ret * angle_mult + 360 * (1 - angle_mult);
173 return ret * angle_mult;
176 void RaceCarPhysics()
178 // using this move type for "big rigs"
179 // the engine does not push the entity!
181 float accel, steer, f, myspeed, steerfactor;
182 vector angles_save, rigvel;
184 angles_save = self.angles;
185 accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
186 steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
188 if(g_bugrigs_reverse_speeding)
192 // back accel is DIGITAL
193 // to prevent speedhack
203 makevectors(self.angles); // new forward direction!
205 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
207 float upspeed, accelfactor;
209 myspeed = self.velocity * v_forward;
210 upspeed = self.velocity * v_up;
212 // responsiveness factor for steering and acceleration
213 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
214 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
216 if(myspeed < 0 && g_bugrigs_reverse_spinning)
217 steerfactor = -myspeed * g_bugrigs_steer;
219 steerfactor = -myspeed * f * g_bugrigs_steer;
221 if(myspeed < 0 && g_bugrigs_reverse_speeding)
222 accelfactor = g_bugrigs_accel;
224 accelfactor = f * g_bugrigs_accel;
225 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
231 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
235 if(!g_bugrigs_reverse_speeding)
236 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
243 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
247 if(g_bugrigs_reverse_stopping)
250 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
253 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
254 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
256 self.angles_y += steer * frametime * steerfactor; // apply steering
257 makevectors(self.angles); // new forward direction!
259 myspeed += accel * accelfactor * frametime;
261 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
265 myspeed = vlen(self.velocity);
267 // responsiveness factor for steering and acceleration
268 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
269 steerfactor = -myspeed * f;
270 self.angles_y += steer * frametime * steerfactor; // apply steering
272 rigvel = self.velocity;
273 makevectors(self.angles); // new forward direction!
276 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
277 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
278 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
279 //MAXIMA: solve(total_acceleration(v) = 0, v);
281 if(g_bugrigs_planar_movement)
283 vector rigvel_xy, neworigin, up;
286 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
287 rigvel_xy = vec2(rigvel);
289 if(g_bugrigs_planar_movement_car_jumping)
292 mt = MOVE_NOMONSTERS;
294 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
295 up = trace_endpos - self.origin;
297 // BUG RIGS: align the move to the surface instead of doing collision testing
299 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
302 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
304 if(trace_fraction < 0.5)
307 neworigin = self.origin;
310 neworigin = trace_endpos;
312 if(trace_fraction < 1)
314 // now set angles_x so that the car points parallel to the surface
315 self.angles = vectoangles(
316 '1 0 0' * v_forward_x * trace_plane_normal_z
318 '0 1 0' * v_forward_y * trace_plane_normal_z
320 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
322 self.flags |= FL_ONGROUND;
326 // now set angles_x so that the car points forward, but is tilted in velocity direction
327 self.flags &~= FL_ONGROUND;
330 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
331 self.movetype = MOVETYPE_NOCLIP;
335 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
336 self.velocity = rigvel;
337 self.movetype = MOVETYPE_FLY;
341 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
342 if(trace_fraction != 1)
344 self.angles = vectoangles2(
345 '1 0 0' * v_forward_x * trace_plane_normal_z
347 '0 1 0' * v_forward_y * trace_plane_normal_z
349 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
357 vel_local_x = v_forward * self.velocity;
358 vel_local_y = v_right * self.velocity;
359 vel_local_z = v_up * self.velocity;
361 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
362 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
366 vector vf1, vu1, smoothangles;
367 makevectors(self.angles);
368 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
373 makevectors(angles_save);
374 vf1 = vf1 + v_forward * (1 - f);
375 vu1 = vu1 + v_up * (1 - f);
376 smoothangles = vectoangles2(vf1, vu1);
377 self.angles_x = -smoothangles_x;
378 self.angles_z = smoothangles_z;
381 float IsMoveInDirection(vector mv, float angle) // key mix factor
383 if(mv_x == 0 && mv_y == 0)
384 return 0; // avoid division by zero
385 angle -= RAD2DEG * atan2(mv_y, mv_x);
386 angle = remainder(angle, 360) / 45;
391 return 1 - fabs(angle);
394 float GeomLerp(float a, float lerp, float b)
410 return a * pow(fabs(b / a), lerp);
413 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
415 float zspeed, xyspeed, dot, k;
418 // this doesn't play well with analog input
419 if(self.movement_x == 0 || self.movement_y != 0)
420 return; // can't control movement if not moving forward or backward
423 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
428 k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
430 zspeed = self.velocity_z;
432 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
434 dot = self.velocity * wishdir;
436 if(dot > 0) // we can't change direction while slowing down
438 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
439 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
440 k *= autocvar_sv_aircontrol;
441 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
444 self.velocity = self.velocity * xyspeed;
445 self.velocity_z = zspeed;
448 float AdjustAirAccelQW(float accelqw, float factor)
450 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
453 // example config for alternate speed clamping:
454 // sv_airaccel_qw 0.8
455 // sv_airaccel_sideways_friction 0
456 // prvm_globalset server speedclamp_mode 1
458 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
466 float vel_xy_current;
467 float vel_xy_backward, vel_xy_forward;
470 if(stretchfactor > 0)
471 speedclamp = stretchfactor;
473 speedclamp = 1; // full clamping, no stretch
475 speedclamp = -1; // no clamping
480 if(autocvar_sv_gameplayfix_q2airaccelerate)
481 wishspeed0 = wishspeed;
483 vel_straight = self.velocity * wishdir;
484 vel_z = self.velocity_z;
485 vel_xy = vec2(self.velocity);
486 vel_perpend = vel_xy - vel_straight * wishdir;
488 step = accel * frametime * wishspeed0;
490 vel_xy_current = vlen(vel_xy);
492 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
493 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
494 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
495 if(vel_xy_backward < 0)
496 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
498 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
500 if(sidefric < 0 && (vel_perpend*vel_perpend))
501 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
504 f = max(0, 1 + frametime * wishspeed * sidefric);
505 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
506 // this cannot be > 1
508 vel_perpend = vel_perpend * max(0, f);
511 fminimum = sqrt(fminimum);
512 vel_perpend = vel_perpend * max(fminimum, f);
516 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
518 vel_xy = vel_straight * wishdir + vel_perpend;
522 float vel_xy_preclamp;
523 vel_xy_preclamp = vlen(vel_xy);
524 if(vel_xy_preclamp > 0) // prevent division by zero
526 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
527 if(vel_xy_current < vel_xy_preclamp)
528 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
532 self.velocity = vel_xy + vel_z * '0 0 1';
535 void PM_AirAccelerate(vector wishdir, float wishspeed)
537 vector curvel, wishvel, acceldir, curdir;
538 float addspeed, accelspeed, curspeed, f;
544 curvel = self.velocity;
546 curspeed = vlen(curvel);
548 if(wishspeed > curspeed * 1.01)
550 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
554 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
555 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
557 wishvel = wishdir * wishspeed;
558 acceldir = wishvel - curvel;
559 addspeed = vlen(acceldir);
560 acceldir = normalize(acceldir);
562 accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
564 if(autocvar_sv_warsowbunny_backtosideratio < 1)
566 curdir = normalize(curvel);
567 dot = acceldir * curdir;
569 acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
572 self.velocity += accelspeed * acceldir;
575 .vector movement_old;
578 .string lastclassname;
580 .float() PlayerPhysplug;
582 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
583 .float specialcommand_pos;
584 void SpecialCommand()
589 if(!CheatImpulse(99))
590 print("A hollow voice says \"Plugh\".\n");
594 float speedaward_speed;
595 string speedaward_holder;
596 string speedaward_uid;
597 void race_send_speedaward(float msg)
599 // send the best speed of the round
600 WriteByte(msg, SVC_TEMPENTITY);
601 WriteByte(msg, TE_CSQC_RACE);
602 WriteByte(msg, RACE_NET_SPEED_AWARD);
603 WriteInt24_t(msg, floor(speedaward_speed+0.5));
604 WriteString(msg, speedaward_holder);
607 float speedaward_alltimebest;
608 string speedaward_alltimebest_holder;
609 string speedaward_alltimebest_uid;
610 void race_send_speedaward_alltimebest(float msg)
612 // send the best speed
613 WriteByte(msg, SVC_TEMPENTITY);
614 WriteByte(msg, TE_CSQC_RACE);
615 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
616 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
617 WriteString(msg, speedaward_alltimebest_holder);
620 string GetMapname(void);
621 float speedaward_lastupdate;
622 float speedaward_lastsent;
623 void SV_PlayerPhysics()
625 vector wishvel, wishdir, v;
626 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
629 float not_allowed_to_move;
632 WarpZone_PlayerPhysics_FixVAngle();
637 maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
639 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
641 maxspd_mod *= autocvar_g_movement_highspeed;
643 // fix physics stats for g_movement_highspeed
644 // TODO maybe rather use maxairspeed? needs testing
645 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
646 if(autocvar_sv_airstrafeaccel_qw)
647 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
649 self.stat_sv_airstrafeaccel_qw = 0;
650 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
651 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
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;
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 >= autocvar_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 >= autocvar_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
719 self.fixangle = TRUE;
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 (IS_BOT_CLIENT(self))
743 if(playerdemo_read())
748 self.items &~= IT_USING_JETPACK;
752 if(self.race_penalty)
753 if(time > self.race_penalty)
754 self.race_penalty = 0;
756 not_allowed_to_move = 0;
757 if(self.race_penalty)
758 not_allowed_to_move = 1;
759 if(!autocvar_sv_ready_restart_after_countdown)
760 if(time < game_starttime)
761 not_allowed_to_move = 1;
763 if(not_allowed_to_move)
765 self.velocity = '0 0 0';
766 self.movetype = MOVETYPE_NONE;
767 self.disableclientprediction = 2;
769 else if(self.disableclientprediction == 2)
771 if(self.movetype == MOVETYPE_NONE)
772 self.movetype = MOVETYPE_WALK;
773 self.disableclientprediction = 0;
777 if (self.movetype == MOVETYPE_NONE)
780 // when we get here, disableclientprediction cannot be 2
781 self.disableclientprediction = 0;
782 if(time < self.ladder_time)
783 self.disableclientprediction = 1;
785 MUTATOR_CALLHOOK(PlayerPhysics);
787 if(self.player_blocked)
789 self.movement = '0 0 0';
790 self.disableclientprediction = 1;
797 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
800 // conveyors: first fix velocity
801 if(self.conveyor.state)
802 self.velocity -= self.conveyor.movedir;
804 if not(IS_PLAYER(self))
806 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
807 if(!self.spectatorspeed)
808 self.spectatorspeed = maxspd_mod;
809 if(self.impulse && self.impulse <= 19 || self.impulse >= 200 && self.impulse <= 209 || self.impulse >= 220 && self.impulse <= 229)
811 if(self.lastclassname != "player")
813 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || self.impulse >= 200 && self.impulse <= 209)
814 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
815 else if(self.impulse == 11)
816 self.spectatorspeed = maxspd_mod;
817 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || self.impulse >= 220 && self.impulse <= 229)
818 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
819 else if(self.impulse >= 1 && self.impulse <= 9)
820 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
821 } // otherwise just clear
824 maxspd_mod = self.spectatorspeed;
827 spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
828 if(self.speed != spd)
832 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
833 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
834 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
835 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
838 maxspd_mod *= swampspd_mod; // only one common speed modder please!
841 // if dead, behave differently
845 if (!self.fixangle && !g_bugrigs)
848 self.angles_y = self.v_angle_y;
858 if (self.flags & FL_WATERJUMP )
860 self.velocity_x = self.movedir_x;
861 self.velocity_y = self.movedir_y;
862 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
864 self.flags &~= FL_WATERJUMP;
865 self.teleport_time = 0;
868 else if (g_bugrigs && IS_PLAYER(self))
872 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
874 // noclipping or flying
875 self.flags &~= FL_ONGROUND;
877 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
878 makevectors(self.v_angle);
879 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
880 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
882 wishdir = normalize(wishvel);
883 wishspeed = vlen(wishvel);
884 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
885 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
886 if (time >= self.teleport_time)
887 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
889 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
892 self.flags &~= FL_ONGROUND;
894 makevectors(self.v_angle);
895 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
896 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
897 if (wishvel == '0 0 0')
898 wishvel = '0 0 -60'; // drift towards bottom
900 wishdir = normalize(wishvel);
901 wishspeed = vlen(wishvel);
902 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
903 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
904 wishspeed = wishspeed * 0.7;
907 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
909 // water acceleration
910 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
912 else if (time < self.ladder_time)
914 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
915 self.flags &~= FL_ONGROUND;
918 g = autocvar_sv_gravity * frametime;
921 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
924 self.velocity_z += g;
927 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
928 makevectors(self.v_angle);
929 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
930 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
931 self.velocity_z += g;
932 if (self.ladder_entity.classname == "func_water")
935 if (f > self.ladder_entity.speed)
936 wishvel = wishvel * (self.ladder_entity.speed / f);
938 self.watertype = self.ladder_entity.skin;
939 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
940 if ((self.origin_z + self.view_ofs_z) < f)
941 self.waterlevel = WATERLEVEL_SUBMERGED;
942 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
943 self.waterlevel = WATERLEVEL_SWIMMING;
944 else if ((self.origin_z + self.mins_z + 1) < f)
945 self.waterlevel = WATERLEVEL_WETFEET;
948 self.waterlevel = WATERLEVEL_NONE;
949 self.watertype = CONTENT_EMPTY;
953 wishdir = normalize(wishvel);
954 wishspeed = vlen(wishvel);
955 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
956 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
957 if (time >= self.teleport_time)
959 // water acceleration
960 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
963 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.freezetag_frozen)
965 //makevectors(self.v_angle_y * '0 1 0');
966 makevectors(self.v_angle);
967 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
968 // add remaining speed as Z component
969 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
971 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
972 // add the unused velocity as up component
975 // if(self.BUTTON_JUMP)
976 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
978 // it is now normalized, so...
979 float a_side, a_up, a_add, a_diff;
980 a_side = autocvar_g_jetpack_acceleration_side;
981 a_up = autocvar_g_jetpack_acceleration_up;
982 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
991 //////////////////////////////////////////////////////////////////////////////////////
992 // finding the maximum over all vectors of above form
993 // with wishvel having an absolute value of 1
994 //////////////////////////////////////////////////////////////////////////////////////
995 // we're finding the maximum over
996 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
997 // for z in the range from -1 to 1
998 //////////////////////////////////////////////////////////////////////////////////////
999 // maximum is EITHER attained at the single extreme point:
1000 a_diff = a_side * a_side - a_up * a_up;
1003 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1004 if(f > -1 && f < 1) // can it be attained?
1006 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1007 //print("middle\n");
1010 // OR attained at z = 1:
1011 f = (a_up + a_add) * (a_up + a_add);
1017 // OR attained at z = -1:
1018 f = (a_up - a_add) * (a_up - a_add);
1022 //print("bottom\n");
1025 //////////////////////////////////////////////////////////////////////////////////////
1027 //print("best possible acceleration: ", ftos(best), "\n");
1030 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1031 if(wishvel_z - autocvar_sv_gravity > 0)
1032 fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1034 fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1037 fvel = vlen(wishvel);
1040 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1042 fvel = min(1, vlen(wishvel) / best);
1043 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1044 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1048 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1050 if (f > 0 && wishvel != '0 0 0')
1052 self.velocity = self.velocity + wishvel * f * frametime;
1053 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1054 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1055 self.flags &~= FL_ONGROUND;
1056 self.items |= IT_USING_JETPACK;
1058 // jetpack also inhibits health regeneration, but only for 1 second
1059 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1062 else if (self.flags & FL_ONGROUND)
1064 // we get here if we ran out of ammo
1065 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1066 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1069 makevectors(self.v_angle_y * '0 1 0');
1070 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1072 if(!(self.lastflags & FL_ONGROUND))
1074 if(autocvar_speedmeter)
1075 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1076 if(self.lastground < time - 0.3)
1077 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1078 if(self.jumppadcount > 1)
1079 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1080 self.jumppadcount = 0;
1083 #ifdef LETS_TEST_FTEQCC
1084 if(self.velocity_x || self.velocity_y)
1102 if (f < autocvar_sv_stopspeed)
1103 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1105 f = 1 - frametime * autocvar_sv_friction;
1107 self.velocity = self.velocity * f;
1109 self.velocity = '0 0 0';
1111 Mathematical analysis time!
1113 Our goal is to invert this mess.
1115 For the two cases we get:
1116 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1117 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1118 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1120 v = v0 * (1 - frametime * autocvar_sv_friction)
1121 v0 = v / (1 - frametime * autocvar_sv_friction)
1123 These cases would be chosen ONLY if:
1124 v0 < autocvar_sv_stopspeed
1125 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1126 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1128 v0 >= autocvar_sv_stopspeed
1129 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1130 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1135 wishdir = normalize(wishvel);
1136 wishspeed = vlen(wishvel);
1137 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1138 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1140 wishspeed = wishspeed * 0.5;
1141 if (time >= self.teleport_time)
1142 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1147 // we get here if we ran out of ammo
1148 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1149 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1153 maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1154 airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1158 maxairspd = autocvar_sv_maxairspeed;
1159 airaccel = autocvar_sv_airaccelerate;
1162 makevectors(self.v_angle_y * '0 1 0');
1163 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1165 wishdir = normalize(wishvel);
1166 wishspeed = wishspeed0 = vlen(wishvel);
1167 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1168 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1169 if (wishspeed > maxairspd)
1170 wishspeed = maxairspd;
1172 wishspeed = wishspeed * 0.5;
1173 if (time >= self.teleport_time)
1180 airaccelqw = self.stat_sv_airaccel_qw;
1181 accelerating = (self.velocity * wishdir > 0);
1182 wishspeed2 = wishspeed;
1185 if(autocvar_sv_airstopaccelerate)
1188 curdir = self.velocity;
1190 curdir = normalize(curdir);
1191 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1193 // note that for straight forward jumping:
1194 // step = accel * frametime * wishspeed0;
1195 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1197 // dv/dt = accel * maxspeed (when slow)
1198 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1199 // log dv/dt = logaccel + logmaxspeed (when slow)
1200 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1201 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1202 if(autocvar_sv_maxairstrafespeed)
1203 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1204 if(autocvar_sv_airstrafeaccelerate)
1205 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1206 if(self.stat_sv_airstrafeaccel_qw)
1207 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));
1210 if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1211 PM_AirAccelerate(wishdir, wishspeed);
1213 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1215 if(autocvar_sv_aircontrol)
1216 CPM_PM_Aircontrol(wishdir, wishspeed2);
1220 if((g_cts || g_race) && !IS_OBSERVER(self)) {
1221 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1222 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1223 speedaward_holder = self.netname;
1224 speedaward_uid = self.crypto_idfp;
1225 speedaward_lastupdate = time;
1227 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1233 race_send_speedaward(MSG_ALL);
1234 speedaward_lastsent = speedaward_speed;
1235 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
1236 speedaward_alltimebest = speedaward_speed;
1237 speedaward_alltimebest_holder = speedaward_holder;
1238 speedaward_alltimebest_uid = speedaward_uid;
1239 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1240 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1241 race_send_speedaward_alltimebest(MSG_ALL);
1247 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1248 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
1250 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1251 xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
1252 f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
1253 // add the extra charge
1254 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
1257 if(self.flags & FL_ONGROUND)
1258 self.lastground = time;
1260 // conveyors: then break velocity again
1261 if(self.conveyor.state)
1262 self.velocity += self.conveyor.movedir;
1264 self.lastflags = self.flags;
1265 self.lastclassname = self.classname;