11 .float spectatorspeed;
17 When you press the jump key
20 void PlayerJump (void)
23 return; // no jumping in freezetag when frozen
25 float doublejump = FALSE;
27 player_multijump = doublejump;
28 if(MUTATOR_CALLHOOK(PlayerJump))
31 doublejump = player_multijump;
35 if (autocvar_sv_doublejump)
37 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
38 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
42 // we MUST clip velocity here!
44 f = self.velocity * trace_plane_normal;
46 self.velocity -= f * trace_plane_normal;
50 mjumpheight = autocvar_sv_jumpvelocity;
51 if (self.waterlevel >= WATERLEVEL_SWIMMING)
53 self.velocity_z = self.stat_sv_maxspeed * 0.7;
58 if (!(self.flags & FL_ONGROUND))
61 if(self.cvar_cl_movement_track_canjump)
62 if (!(self.flags & FL_JUMPRELEASED))
65 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
66 // velocity bounds. Final velocity is bound between (jumpheight *
67 // min + jumpheight) and (jumpheight * max + jumpheight);
69 if(autocvar_sv_jumpspeedcap_min != "")
73 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
75 if (self.velocity_z < minjumpspeed)
76 mjumpheight += minjumpspeed - self.velocity_z;
79 if(autocvar_sv_jumpspeedcap_max != "")
81 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
82 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
84 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
88 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
90 if (self.velocity_z > maxjumpspeed)
91 mjumpheight -= self.velocity_z - maxjumpspeed;
95 if(!(self.lastflags & FL_ONGROUND))
97 if(autocvar_speedmeter)
98 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
99 if(self.lastground < time - 0.3)
101 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
102 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
104 if(self.jumppadcount > 1)
105 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
106 self.jumppadcount = 0;
109 self.velocity_z = self.velocity_z + mjumpheight;
110 self.oldvelocity_z = self.velocity_z;
112 self.flags &= ~FL_ONGROUND;
113 self.flags &= ~FL_JUMPRELEASED;
115 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
117 if(autocvar_g_jump_grunt)
118 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
120 self.restart_jump = -1; // restart jump anim next time
121 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
123 void CheckWaterJump()
127 // check for a jump-out-of-water
128 makevectors (self.angles);
130 start_z = start_z + 8;
132 normalize(v_forward);
133 end = start + v_forward*24;
134 traceline (start, end, TRUE, self);
135 if (trace_fraction < 1)
137 start_z = start_z + self.maxs_z - 8;
138 end = start + v_forward*24;
139 self.movedir = trace_plane_normal * -50;
140 traceline (start, end, TRUE, self);
141 if (trace_fraction == 1)
142 { // open at eye level
143 self.flags |= FL_WATERJUMP;
144 self.velocity_z = 225;
145 self.flags &= ~FL_JUMPRELEASED;
146 self.teleport_time = time + 2; // safety net
151 void CheckPlayerJump()
153 if (self.BUTTON_JUMP)
156 self.flags |= FL_JUMPRELEASED;
158 if (self.waterlevel == WATERLEVEL_SWIMMING)
162 float racecar_angle(float forward, float down)
164 float ret, angle_mult;
172 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
174 angle_mult = forward / (800 + forward);
177 return ret * angle_mult + 360 * (1 - angle_mult);
179 return ret * angle_mult;
182 void RaceCarPhysics()
184 // using this move type for "big rigs"
185 // the engine does not push the entity!
187 float accel, steer, f, myspeed, steerfactor;
188 vector angles_save, rigvel;
190 angles_save = self.angles;
191 accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
192 steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
194 if(g_bugrigs_reverse_speeding)
198 // back accel is DIGITAL
199 // to prevent speedhack
209 makevectors(self.angles); // new forward direction!
211 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
213 float upspeed, accelfactor;
215 myspeed = self.velocity * v_forward;
216 upspeed = self.velocity * v_up;
218 // responsiveness factor for steering and acceleration
219 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
220 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
222 if(myspeed < 0 && g_bugrigs_reverse_spinning)
223 steerfactor = -myspeed * g_bugrigs_steer;
225 steerfactor = -myspeed * f * g_bugrigs_steer;
227 if(myspeed < 0 && g_bugrigs_reverse_speeding)
228 accelfactor = g_bugrigs_accel;
230 accelfactor = f * g_bugrigs_accel;
231 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
237 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
241 if(!g_bugrigs_reverse_speeding)
242 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
249 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
253 if(g_bugrigs_reverse_stopping)
256 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
259 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
260 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
262 self.angles_y += steer * frametime * steerfactor; // apply steering
263 makevectors(self.angles); // new forward direction!
265 myspeed += accel * accelfactor * frametime;
267 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
271 myspeed = vlen(self.velocity);
273 // responsiveness factor for steering and acceleration
274 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
275 steerfactor = -myspeed * f;
276 self.angles_y += steer * frametime * steerfactor; // apply steering
278 rigvel = self.velocity;
279 makevectors(self.angles); // new forward direction!
282 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
283 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
284 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
285 //MAXIMA: solve(total_acceleration(v) = 0, v);
287 if(g_bugrigs_planar_movement)
289 vector rigvel_xy, neworigin, up;
292 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
293 rigvel_xy = vec2(rigvel);
295 if(g_bugrigs_planar_movement_car_jumping)
298 mt = MOVE_NOMONSTERS;
300 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
301 up = trace_endpos - self.origin;
303 // BUG RIGS: align the move to the surface instead of doing collision testing
305 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
308 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
310 if(trace_fraction < 0.5)
313 neworigin = self.origin;
316 neworigin = trace_endpos;
318 if(trace_fraction < 1)
320 // now set angles_x so that the car points parallel to the surface
321 self.angles = vectoangles(
322 '1 0 0' * v_forward_x * trace_plane_normal_z
324 '0 1 0' * v_forward_y * trace_plane_normal_z
326 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
328 self.flags |= FL_ONGROUND;
332 // now set angles_x so that the car points forward, but is tilted in velocity direction
333 self.flags &= ~FL_ONGROUND;
336 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
337 self.movetype = MOVETYPE_NOCLIP;
341 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
342 self.velocity = rigvel;
343 self.movetype = MOVETYPE_FLY;
347 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
348 if(trace_fraction != 1)
350 self.angles = vectoangles2(
351 '1 0 0' * v_forward_x * trace_plane_normal_z
353 '0 1 0' * v_forward_y * trace_plane_normal_z
355 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
363 vel_local_x = v_forward * self.velocity;
364 vel_local_y = v_right * self.velocity;
365 vel_local_z = v_up * self.velocity;
367 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
368 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
372 vector vf1, vu1, smoothangles;
373 makevectors(self.angles);
374 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
379 makevectors(angles_save);
380 vf1 = vf1 + v_forward * (1 - f);
381 vu1 = vu1 + v_up * (1 - f);
382 smoothangles = vectoangles2(vf1, vu1);
383 self.angles_x = -smoothangles_x;
384 self.angles_z = smoothangles_z;
387 float IsMoveInDirection(vector mv, float angle) // key mix factor
389 if(mv_x == 0 && mv_y == 0)
390 return 0; // avoid division by zero
391 angle -= RAD2DEG * atan2(mv_y, mv_x);
392 angle = remainder(angle, 360) / 45;
397 return 1 - fabs(angle);
400 float GeomLerp(float a, float lerp, float b)
416 return a * pow(fabs(b / a), lerp);
419 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
421 float zspeed, xyspeed, dot, k;
424 // this doesn't play well with analog input
425 if(self.movement_x == 0 || self.movement_y != 0)
426 return; // can't control movement if not moving forward or backward
429 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
434 k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
436 zspeed = self.velocity_z;
438 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
440 dot = self.velocity * wishdir;
442 if(dot > 0) // we can't change direction while slowing down
444 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
445 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
446 k *= autocvar_sv_aircontrol;
447 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
450 self.velocity = self.velocity * xyspeed;
451 self.velocity_z = zspeed;
454 float AdjustAirAccelQW(float accelqw, float factor)
456 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
459 // example config for alternate speed clamping:
460 // sv_airaccel_qw 0.8
461 // sv_airaccel_sideways_friction 0
462 // prvm_globalset server speedclamp_mode 1
464 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
472 float vel_xy_current;
473 float vel_xy_backward, vel_xy_forward;
476 if(stretchfactor > 0)
477 speedclamp = stretchfactor;
479 speedclamp = 1; // full clamping, no stretch
481 speedclamp = -1; // no clamping
486 if(autocvar_sv_gameplayfix_q2airaccelerate)
487 wishspeed0 = wishspeed;
489 vel_straight = self.velocity * wishdir;
490 vel_z = self.velocity_z;
491 vel_xy = vec2(self.velocity);
492 vel_perpend = vel_xy - vel_straight * wishdir;
494 step = accel * frametime * wishspeed0;
496 vel_xy_current = vlen(vel_xy);
498 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
499 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
500 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
501 if(vel_xy_backward < 0)
502 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
504 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
506 if(sidefric < 0 && (vel_perpend*vel_perpend))
507 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
510 f = max(0, 1 + frametime * wishspeed * sidefric);
511 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
512 // this cannot be > 1
514 vel_perpend = vel_perpend * max(0, f);
517 fminimum = sqrt(fminimum);
518 vel_perpend = vel_perpend * max(fminimum, f);
522 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
524 vel_xy = vel_straight * wishdir + vel_perpend;
528 float vel_xy_preclamp;
529 vel_xy_preclamp = vlen(vel_xy);
530 if(vel_xy_preclamp > 0) // prevent division by zero
532 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
533 if(vel_xy_current < vel_xy_preclamp)
534 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
538 self.velocity = vel_xy + vel_z * '0 0 1';
541 void PM_AirAccelerate(vector wishdir, float wishspeed)
543 vector curvel, wishvel, acceldir, curdir;
544 float addspeed, accelspeed, curspeed, f;
550 curvel = self.velocity;
552 curspeed = vlen(curvel);
554 if(wishspeed > curspeed * 1.01)
556 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
560 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
561 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
563 wishvel = wishdir * wishspeed;
564 acceldir = wishvel - curvel;
565 addspeed = vlen(acceldir);
566 acceldir = normalize(acceldir);
568 accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
570 if(autocvar_sv_warsowbunny_backtosideratio < 1)
572 curdir = normalize(curvel);
573 dot = acceldir * curdir;
575 acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
578 self.velocity += accelspeed * acceldir;
581 .vector movement_old;
584 .string lastclassname;
586 .float() PlayerPhysplug;
588 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
589 .float specialcommand_pos;
590 void SpecialCommand()
595 if(!CheatImpulse(99))
596 print("A hollow voice says \"Plugh\".\n");
600 float speedaward_speed;
601 string speedaward_holder;
602 string speedaward_uid;
603 void race_send_speedaward(float msg)
605 // send the best speed of the round
606 WriteByte(msg, SVC_TEMPENTITY);
607 WriteByte(msg, TE_CSQC_RACE);
608 WriteByte(msg, RACE_NET_SPEED_AWARD);
609 WriteInt24_t(msg, floor(speedaward_speed+0.5));
610 WriteString(msg, speedaward_holder);
613 float speedaward_alltimebest;
614 string speedaward_alltimebest_holder;
615 string speedaward_alltimebest_uid;
616 void race_send_speedaward_alltimebest(float msg)
618 // send the best speed
619 WriteByte(msg, SVC_TEMPENTITY);
620 WriteByte(msg, TE_CSQC_RACE);
621 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
622 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
623 WriteString(msg, speedaward_alltimebest_holder);
626 string GetMapname(void);
627 float speedaward_lastupdate;
628 float speedaward_lastsent;
629 void SV_PlayerPhysics()
631 vector wishvel, wishdir, v;
632 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
635 float not_allowed_to_move;
638 WarpZone_PlayerPhysics_FixVAngle();
643 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
645 maxspd_mod *= autocvar_g_movement_highspeed;
647 // fix physics stats for g_movement_highspeed
648 // TODO maybe rather use maxairspeed? needs testing
649 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
650 if(autocvar_sv_airstrafeaccel_qw)
651 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
653 self.stat_sv_airstrafeaccel_qw = 0;
654 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
655 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
657 if(self.PlayerPhysplug)
658 if(self.PlayerPhysplug())
661 self.race_movetime_frac += frametime;
662 f = floor(self.race_movetime_frac);
663 self.race_movetime_frac -= f;
664 self.race_movetime_count += f;
665 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
669 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);
673 else if(buttons == 1)
675 else if(buttons == 2)
677 else if(buttons == 128)
679 else if(buttons == 256)
681 else if(buttons == 512)
683 else if(buttons == 1024)
688 if(c == substring(specialcommand, self.specialcommand_pos, 1))
690 self.specialcommand_pos += 1;
691 if(self.specialcommand_pos >= strlen(specialcommand))
693 self.specialcommand_pos = 0;
698 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
699 self.specialcommand_pos = 0;
703 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
704 self.parm_idlesince = time;
706 buttons_prev = self.buttons_old;
707 self.buttons_old = buttons;
708 self.movement_old = self.movement;
709 self.v_angle_old = self.v_angle;
711 if(time < self.nickspamtime)
712 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
714 // slight annoyance for nick change scripts
715 self.movement = -1 * self.movement;
716 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
718 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!
720 self.angles_x = random() * 360;
721 self.angles_y = random() * 360;
722 // at least I'm not forcing retardedview by also assigning to angles_z
723 self.fixangle = TRUE;
727 if (self.punchangle != '0 0 0')
729 f = vlen(self.punchangle) - 10 * frametime;
731 self.punchangle = normalize(self.punchangle) * f;
733 self.punchangle = '0 0 0';
736 if (self.punchvector != '0 0 0')
738 f = vlen(self.punchvector) - 30 * frametime;
740 self.punchvector = normalize(self.punchvector) * f;
742 self.punchvector = '0 0 0';
745 if (IS_BOT_CLIENT(self))
747 if(playerdemo_read())
752 self.items &= ~IT_USING_JETPACK;
756 if(self.race_penalty)
757 if(time > self.race_penalty)
758 self.race_penalty = 0;
760 not_allowed_to_move = 0;
761 if(self.race_penalty)
762 not_allowed_to_move = 1;
763 if(!autocvar_sv_ready_restart_after_countdown)
764 if(time < game_starttime)
765 not_allowed_to_move = 1;
767 if(not_allowed_to_move)
769 self.velocity = '0 0 0';
770 self.movetype = MOVETYPE_NONE;
771 self.disableclientprediction = 2;
773 else if(self.disableclientprediction == 2)
775 if(self.movetype == MOVETYPE_NONE)
776 self.movetype = MOVETYPE_WALK;
777 self.disableclientprediction = 0;
781 if (self.movetype == MOVETYPE_NONE)
784 // when we get here, disableclientprediction cannot be 2
785 self.disableclientprediction = 0;
786 if(time < self.ladder_time)
787 self.disableclientprediction = 1;
789 if(time < self.spider_slowness)
791 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
792 self.stat_sv_airspeedlimit_nonqw *= 0.5;
797 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
799 self.movement_x = bound(-5, self.movement_x, 5);
800 self.movement_y = bound(-5, self.movement_y, 5);
801 self.movement_z = bound(-5, self.movement_z, 5);
804 self.movement = '0 0 0';
805 self.disableclientprediction = 1;
807 vector midpoint = ((self.absmin + self.absmax) * 0.5);
808 if(pointcontents(midpoint) == CONTENT_WATER)
810 self.velocity = self.velocity * 0.5;
812 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
813 { self.velocity_z = 200; }
817 MUTATOR_CALLHOOK(PlayerPhysics);
819 if(self.player_blocked)
821 self.movement = '0 0 0';
822 self.disableclientprediction = 1;
829 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
832 // conveyors: first fix velocity
833 if(self.conveyor.state)
834 self.velocity -= self.conveyor.movedir;
836 if (!IS_PLAYER(self))
838 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
839 if(!self.spectatorspeed)
840 self.spectatorspeed = maxspd_mod;
841 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
843 if(self.lastclassname != "player")
845 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
846 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
847 else if(self.impulse == 11)
848 self.spectatorspeed = maxspd_mod;
849 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
850 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
851 else if(self.impulse >= 1 && self.impulse <= 9)
852 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
853 } // otherwise just clear
856 maxspd_mod = self.spectatorspeed;
859 spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
860 if(self.speed != spd)
864 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
865 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
866 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
867 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
870 maxspd_mod *= swampspd_mod; // only one common speed modder please!
873 // if dead, behave differently
877 if (!self.fixangle && !g_bugrigs)
880 self.angles_y = self.v_angle_y;
884 if(self.flags & FL_ONGROUND)
885 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
890 if(self.waterlevel < WATERLEVEL_SWIMMING)
891 if(time >= self.ladder_time)
894 self.nextstep = time + 0.3 + random() * 0.1;
895 trace_dphitq3surfaceflags = 0;
896 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
897 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
899 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
900 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
902 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
913 if (self.flags & FL_WATERJUMP )
915 self.velocity_x = self.movedir_x;
916 self.velocity_y = self.movedir_y;
917 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
919 self.flags &= ~FL_WATERJUMP;
920 self.teleport_time = 0;
923 else if (g_bugrigs && IS_PLAYER(self))
927 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
929 // noclipping or flying
930 self.flags &= ~FL_ONGROUND;
932 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
933 makevectors(self.v_angle);
934 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
935 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
937 wishdir = normalize(wishvel);
938 wishspeed = vlen(wishvel);
939 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
940 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
941 if (time >= self.teleport_time)
942 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
944 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
947 self.flags &= ~FL_ONGROUND;
949 makevectors(self.v_angle);
950 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
951 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
952 if (wishvel == '0 0 0')
953 wishvel = '0 0 -60'; // drift towards bottom
955 wishdir = normalize(wishvel);
956 wishspeed = vlen(wishvel);
957 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
958 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
959 wishspeed = wishspeed * 0.7;
962 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
964 // water acceleration
965 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
967 else if (time < self.ladder_time)
969 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
970 self.flags &= ~FL_ONGROUND;
973 g = autocvar_sv_gravity * frametime;
976 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
979 self.velocity_z += g;
982 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
983 makevectors(self.v_angle);
984 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
985 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
986 self.velocity_z += g;
987 if (self.ladder_entity.classname == "func_water")
990 if (f > self.ladder_entity.speed)
991 wishvel = wishvel * (self.ladder_entity.speed / f);
993 self.watertype = self.ladder_entity.skin;
994 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
995 if ((self.origin_z + self.view_ofs_z) < f)
996 self.waterlevel = WATERLEVEL_SUBMERGED;
997 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
998 self.waterlevel = WATERLEVEL_SWIMMING;
999 else if ((self.origin_z + self.mins_z + 1) < f)
1000 self.waterlevel = WATERLEVEL_WETFEET;
1003 self.waterlevel = WATERLEVEL_NONE;
1004 self.watertype = CONTENT_EMPTY;
1008 wishdir = normalize(wishvel);
1009 wishspeed = vlen(wishvel);
1010 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1011 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1012 if (time >= self.teleport_time)
1014 // water acceleration
1015 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1018 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.frozen)
1020 //makevectors(self.v_angle_y * '0 1 0');
1021 makevectors(self.v_angle);
1022 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1023 // add remaining speed as Z component
1024 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1025 // fix speedhacks :P
1026 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1027 // add the unused velocity as up component
1030 // if(self.BUTTON_JUMP)
1031 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1033 // it is now normalized, so...
1034 float a_side, a_up, a_add, a_diff;
1035 a_side = autocvar_g_jetpack_acceleration_side;
1036 a_up = autocvar_g_jetpack_acceleration_up;
1037 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1039 wishvel_x *= a_side;
1040 wishvel_y *= a_side;
1046 //////////////////////////////////////////////////////////////////////////////////////
1047 // finding the maximum over all vectors of above form
1048 // with wishvel having an absolute value of 1
1049 //////////////////////////////////////////////////////////////////////////////////////
1050 // we're finding the maximum over
1051 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1052 // for z in the range from -1 to 1
1053 //////////////////////////////////////////////////////////////////////////////////////
1054 // maximum is EITHER attained at the single extreme point:
1055 a_diff = a_side * a_side - a_up * a_up;
1058 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1059 if(f > -1 && f < 1) // can it be attained?
1061 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1062 //print("middle\n");
1065 // OR attained at z = 1:
1066 f = (a_up + a_add) * (a_up + a_add);
1072 // OR attained at z = -1:
1073 f = (a_up - a_add) * (a_up - a_add);
1077 //print("bottom\n");
1080 //////////////////////////////////////////////////////////////////////////////////////
1082 //print("best possible acceleration: ", ftos(best), "\n");
1085 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1086 if(wishvel_z - autocvar_sv_gravity > 0)
1087 fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1089 fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1092 fvel = vlen(wishvel);
1095 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1097 fvel = min(1, vlen(wishvel) / best);
1098 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1099 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1103 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1105 if (f > 0 && wishvel != '0 0 0')
1107 self.velocity = self.velocity + wishvel * f * frametime;
1108 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1109 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1110 self.flags &= ~FL_ONGROUND;
1111 self.items |= IT_USING_JETPACK;
1113 // jetpack also inhibits health regeneration, but only for 1 second
1114 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1117 else if (self.flags & FL_ONGROUND)
1119 // we get here if we ran out of ammo
1120 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1121 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1124 makevectors(self.v_angle_y * '0 1 0');
1125 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1127 if(!(self.lastflags & FL_ONGROUND))
1129 if(autocvar_speedmeter)
1130 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1131 if(self.lastground < time - 0.3)
1132 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1133 if(self.jumppadcount > 1)
1134 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1135 self.jumppadcount = 0;
1138 #ifdef LETS_TEST_FTEQCC
1139 if(self.velocity_x || self.velocity_y)
1157 if (f < autocvar_sv_stopspeed)
1158 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1160 f = 1 - frametime * autocvar_sv_friction;
1162 self.velocity = self.velocity * f;
1164 self.velocity = '0 0 0';
1166 Mathematical analysis time!
1168 Our goal is to invert this mess.
1170 For the two cases we get:
1171 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1172 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1173 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1175 v = v0 * (1 - frametime * autocvar_sv_friction)
1176 v0 = v / (1 - frametime * autocvar_sv_friction)
1178 These cases would be chosen ONLY if:
1179 v0 < autocvar_sv_stopspeed
1180 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1181 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1183 v0 >= autocvar_sv_stopspeed
1184 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1185 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1190 wishdir = normalize(wishvel);
1191 wishspeed = vlen(wishvel);
1192 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1193 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1195 wishspeed = wishspeed * 0.5;
1196 if (time >= self.teleport_time)
1197 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1202 // we get here if we ran out of ammo
1203 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1204 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1208 maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1209 airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1213 maxairspd = autocvar_sv_maxairspeed;
1214 airaccel = autocvar_sv_airaccelerate;
1217 makevectors(self.v_angle_y * '0 1 0');
1218 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1220 wishdir = normalize(wishvel);
1221 wishspeed = wishspeed0 = vlen(wishvel);
1222 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1223 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1224 if (wishspeed > maxairspd)
1225 wishspeed = maxairspd;
1227 wishspeed = wishspeed * 0.5;
1228 if (time >= self.teleport_time)
1235 airaccelqw = self.stat_sv_airaccel_qw;
1236 accelerating = (self.velocity * wishdir > 0);
1237 wishspeed2 = wishspeed;
1240 if(autocvar_sv_airstopaccelerate)
1243 curdir = self.velocity;
1245 curdir = normalize(curdir);
1246 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1248 // note that for straight forward jumping:
1249 // step = accel * frametime * wishspeed0;
1250 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1252 // dv/dt = accel * maxspeed (when slow)
1253 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1254 // log dv/dt = logaccel + logmaxspeed (when slow)
1255 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1256 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1257 if(autocvar_sv_maxairstrafespeed)
1258 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1259 if(autocvar_sv_airstrafeaccelerate)
1260 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1261 if(self.stat_sv_airstrafeaccel_qw)
1262 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));
1265 if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1266 PM_AirAccelerate(wishdir, wishspeed);
1268 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1270 if(autocvar_sv_aircontrol)
1271 CPM_PM_Aircontrol(wishdir, wishspeed2);
1275 if((g_cts || g_race) && !IS_OBSERVER(self)) {
1276 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1277 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1278 speedaward_holder = self.netname;
1279 speedaward_uid = self.crypto_idfp;
1280 speedaward_lastupdate = time;
1282 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1288 race_send_speedaward(MSG_ALL);
1289 speedaward_lastsent = speedaward_speed;
1290 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
1291 speedaward_alltimebest = speedaward_speed;
1292 speedaward_alltimebest_holder = speedaward_holder;
1293 speedaward_alltimebest_uid = speedaward_uid;
1294 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1295 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1296 race_send_speedaward_alltimebest(MSG_ALL);
1302 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1303 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
1305 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1306 xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
1307 f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
1308 // add the extra charge
1309 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
1312 if(self.flags & FL_ONGROUND)
1313 self.lastground = time;
1315 // conveyors: then break velocity again
1316 if(self.conveyor.state)
1317 self.velocity += self.conveyor.movedir;
1319 self.lastflags = self.flags;
1320 self.lastclassname = self.classname;