8 #include "../dpdefs/progsdefs.qh"
9 #include "../dpdefs/dpextensions.qh"
10 #include "../warpzonelib/mathlib.qh"
11 #include "../warpzonelib/server.qh"
12 #include "../common/constants.qh"
13 #include "../common/util.qh"
14 #include "../common/animdecide.qh"
15 #include "../common/monsters/sv_monsters.qh"
16 #include "../common/weapons/all.qh"
18 #include "autocvars.qh"
20 #include "../common/notifications.qh"
21 #include "mutators/mutators_include.qh"
22 #include "../common/mapinfo.qh"
23 #include "../csqcmodellib/sv_model.qh"
24 #include "anticheat.qh"
28 #include "playerdemo.qh"
35 .entity ladder_entity;
37 .float swamp_slowdown;
41 .float spectatorspeed;
47 When you press the jump key
48 returns true if handled
51 float PlayerJump (void)
54 return true; // no jumping in freezetag when frozen
56 if(self.player_blocked)
57 return true; // no jumping while blocked
59 float doublejump = false;
60 float mjumpheight = autocvar_sv_jumpvelocity;
62 player_multijump = doublejump;
63 player_jumpheight = mjumpheight;
64 if(MUTATOR_CALLHOOK(PlayerJump))
67 doublejump = player_multijump;
68 mjumpheight = player_jumpheight;
70 if (autocvar_sv_doublejump)
72 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
73 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
77 // we MUST clip velocity here!
79 f = self.velocity * trace_plane_normal;
81 self.velocity -= f * trace_plane_normal;
85 if (self.waterlevel >= WATERLEVEL_SWIMMING)
87 self.velocity_z = self.stat_sv_maxspeed * 0.7;
92 if (!(self.flags & FL_ONGROUND))
93 return !(self.flags & FL_JUMPRELEASED);
95 if(self.cvar_cl_movement_track_canjump)
96 if (!(self.flags & FL_JUMPRELEASED))
99 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
100 // velocity bounds. Final velocity is bound between (jumpheight *
101 // min + jumpheight) and (jumpheight * max + jumpheight);
103 if(autocvar_sv_jumpspeedcap_min != "")
107 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
109 if (self.velocity.z < minjumpspeed)
110 mjumpheight += minjumpspeed - self.velocity.z;
113 if(autocvar_sv_jumpspeedcap_max != "")
115 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
116 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
118 if(!(trace_fraction < 1 && trace_plane_normal.z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
122 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
124 if (self.velocity.z > maxjumpspeed)
125 mjumpheight -= self.velocity.z - maxjumpspeed;
129 if(!(self.lastflags & FL_ONGROUND))
131 if(autocvar_speedmeter)
132 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
133 if(self.lastground < time - 0.3)
135 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
136 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
138 if(self.jumppadcount > 1)
139 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
140 self.jumppadcount = 0;
143 self.velocity_z = self.velocity.z + mjumpheight;
144 self.oldvelocity_z = self.velocity.z;
146 self.flags &= ~FL_ONGROUND;
147 self.flags &= ~FL_JUMPRELEASED;
149 animdecide_setaction(self, ANIMACTION_JUMP, true);
151 if(autocvar_g_jump_grunt)
152 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
154 self.restart_jump = -1; // restart jump anim next time
155 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
158 void CheckWaterJump()
162 // check for a jump-out-of-water
163 makevectors (self.angles);
165 start.z = start.z + 8;
167 normalize(v_forward);
168 end = start + v_forward*24;
169 traceline (start, end, true, self);
170 if (trace_fraction < 1)
172 start.z = start.z + self.maxs.z - 8;
173 end = start + v_forward*24;
174 self.movedir = trace_plane_normal * -50;
175 traceline (start, end, true, self);
176 if (trace_fraction == 1)
177 { // open at eye level
178 self.flags |= FL_WATERJUMP;
179 self.velocity_z = 225;
180 self.flags &= ~FL_JUMPRELEASED;
181 self.teleport_time = time + 2; // safety net
187 .float jetpack_stopped;
188 // Hack: shouldn't need to know about this
189 .float multijump_count;
190 void CheckPlayerJump()
192 float was_flying = self.items & IT_USING_JETPACK;
194 if (self.cvar_cl_jetpack_jump < 2)
195 self.items &= ~IT_USING_JETPACK;
197 if (self.BUTTON_JUMP || self.BUTTON_JETPACK)
199 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
200 float activate = self.cvar_cl_jetpack_jump && air_jump && self.BUTTON_JUMP || self.BUTTON_JETPACK;
201 float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || self.items & IT_UNLIMITED_WEAPON_AMMO;
202 if (!(self.items & IT_JETPACK)) { }
203 else if (self.jetpack_stopped) { }
206 if (was_flying) // TODO: ran out of fuel message
207 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
209 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
210 self.jetpack_stopped = true;
211 self.items &= ~IT_USING_JETPACK;
213 else if (activate && !self.frozen)
214 self.items |= IT_USING_JETPACK;
218 self.jetpack_stopped = false;
219 self.items &= ~IT_USING_JETPACK;
221 if (!self.BUTTON_JUMP)
222 self.flags |= FL_JUMPRELEASED;
224 if (self.waterlevel == WATERLEVEL_SWIMMING)
228 float racecar_angle(float forward, float down)
230 float ret, angle_mult;
238 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
240 angle_mult = forward / (800 + forward);
243 return ret * angle_mult + 360 * (1 - angle_mult);
245 return ret * angle_mult;
248 void RaceCarPhysics()
250 // using this move type for "big rigs"
251 // the engine does not push the entity!
253 float accel, steer, f, myspeed, steerfactor;
254 vector angles_save, rigvel;
256 angles_save = self.angles;
257 accel = bound(-1, self.movement.x / self.stat_sv_maxspeed, 1);
258 steer = bound(-1, self.movement.y / self.stat_sv_maxspeed, 1);
260 if(g_bugrigs_reverse_speeding)
264 // back accel is DIGITAL
265 // to prevent speedhack
275 makevectors(self.angles); // new forward direction!
277 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
279 float upspeed, accelfactor;
281 myspeed = self.velocity * v_forward;
282 upspeed = self.velocity * v_up;
284 // responsiveness factor for steering and acceleration
285 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
286 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
288 if(myspeed < 0 && g_bugrigs_reverse_spinning)
289 steerfactor = -myspeed * g_bugrigs_steer;
291 steerfactor = -myspeed * f * g_bugrigs_steer;
293 if(myspeed < 0 && g_bugrigs_reverse_speeding)
294 accelfactor = g_bugrigs_accel;
296 accelfactor = f * g_bugrigs_accel;
297 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
303 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
307 if(!g_bugrigs_reverse_speeding)
308 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
315 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
319 if(g_bugrigs_reverse_stopping)
322 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
325 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
326 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
328 self.angles_y += steer * frametime * steerfactor; // apply steering
329 makevectors(self.angles); // new forward direction!
331 myspeed += accel * accelfactor * frametime;
333 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
337 myspeed = vlen(self.velocity);
339 // responsiveness factor for steering and acceleration
340 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
341 steerfactor = -myspeed * f;
342 self.angles_y += steer * frametime * steerfactor; // apply steering
344 rigvel = self.velocity;
345 makevectors(self.angles); // new forward direction!
348 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
349 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
350 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
351 //MAXIMA: solve(total_acceleration(v) = 0, v);
353 if(g_bugrigs_planar_movement)
355 vector rigvel_xy, neworigin, up;
358 rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
359 rigvel_xy = vec2(rigvel);
361 if(g_bugrigs_planar_movement_car_jumping)
364 mt = MOVE_NOMONSTERS;
366 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
367 up = trace_endpos - self.origin;
369 // BUG RIGS: align the move to the surface instead of doing collision testing
371 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
374 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel.z * frametime, mt, self);
376 if(trace_fraction < 0.5)
379 neworigin = self.origin;
382 neworigin = trace_endpos;
384 if(trace_fraction < 1)
386 // now set angles_x so that the car points parallel to the surface
387 self.angles = vectoangles(
388 '1 0 0' * v_forward.x * trace_plane_normal.z
390 '0 1 0' * v_forward.y * trace_plane_normal.z
392 '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y)
394 self.flags |= FL_ONGROUND;
398 // now set angles_x so that the car points forward, but is tilted in velocity direction
399 self.flags &= ~FL_ONGROUND;
402 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
403 self.movetype = MOVETYPE_NOCLIP;
407 rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
408 self.velocity = rigvel;
409 self.movetype = MOVETYPE_FLY;
413 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
414 if(trace_fraction != 1)
416 self.angles = vectoangles2(
417 '1 0 0' * v_forward.x * trace_plane_normal.z
419 '0 1 0' * v_forward.y * trace_plane_normal.z
421 '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y),
429 vel_local.x = v_forward * self.velocity;
430 vel_local.y = v_right * self.velocity;
431 vel_local.z = v_up * self.velocity;
433 self.angles_x = racecar_angle(vel_local.x, vel_local.z);
434 self.angles_z = racecar_angle(-vel_local.y, vel_local.z);
438 vector vf1, vu1, smoothangles;
439 makevectors(self.angles);
440 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
445 makevectors(angles_save);
446 vf1 = vf1 + v_forward * (1 - f);
447 vu1 = vu1 + v_up * (1 - f);
448 smoothangles = vectoangles2(vf1, vu1);
449 self.angles_x = -smoothangles.x;
450 self.angles_z = smoothangles.z;
453 float IsMoveInDirection(vector mv, float angle) // key mix factor
455 if(mv.x == 0 && mv.y == 0)
456 return 0; // avoid division by zero
457 angle -= RAD2DEG * atan2(mv.y, mv.x);
458 angle = remainder(angle, 360) / 45;
463 return 1 - fabs(angle);
466 float GeomLerp(float a, float lerp, float b)
482 return a * pow(fabs(b / a), lerp);
485 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
487 float zspeed, xyspeed, dot, k;
490 // this doesn't play well with analog input
491 if(self.movement_x == 0 || self.movement.y != 0)
492 return; // can't control movement if not moving forward or backward
495 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
500 k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
502 zspeed = self.velocity.z;
504 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
506 dot = self.velocity * wishdir;
508 if(dot > 0) // we can't change direction while slowing down
510 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
511 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
512 k *= autocvar_sv_aircontrol;
513 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
516 self.velocity = self.velocity * xyspeed;
517 self.velocity_z = zspeed;
520 float AdjustAirAccelQW(float accelqw, float factor)
522 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
525 // example config for alternate speed clamping:
526 // sv_airaccel_qw 0.8
527 // sv_airaccel_sideways_friction 0
528 // prvm_globalset server speedclamp_mode 1
530 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
538 float vel_xy_current;
539 float vel_xy_backward, vel_xy_forward;
542 if(stretchfactor > 0)
543 speedclamp = stretchfactor;
545 speedclamp = 1; // full clamping, no stretch
547 speedclamp = -1; // no clamping
552 if(autocvar_sv_gameplayfix_q2airaccelerate)
553 wishspeed0 = wishspeed;
555 vel_straight = self.velocity * wishdir;
556 velZ = self.velocity.z;
557 vel_xy = vec2(self.velocity);
558 vel_perpend = vel_xy - vel_straight * wishdir;
560 step = accel * frametime * wishspeed0;
562 vel_xy_current = vlen(vel_xy);
564 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
565 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
566 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
567 if(vel_xy_backward < 0)
568 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
570 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
572 if(sidefric < 0 && (vel_perpend*vel_perpend))
573 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
576 f = max(0, 1 + frametime * wishspeed * sidefric);
577 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
578 // this cannot be > 1
580 vel_perpend = vel_perpend * max(0, f);
583 fminimum = sqrt(fminimum);
584 vel_perpend = vel_perpend * max(fminimum, f);
588 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
590 vel_xy = vel_straight * wishdir + vel_perpend;
594 float vel_xy_preclamp;
595 vel_xy_preclamp = vlen(vel_xy);
596 if(vel_xy_preclamp > 0) // prevent division by zero
598 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
599 if(vel_xy_current < vel_xy_preclamp)
600 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
604 self.velocity = vel_xy + velZ * '0 0 1';
607 void PM_AirAccelerate(vector wishdir, float wishspeed)
609 vector curvel, wishvel, acceldir, curdir;
610 float addspeed, accelspeed, curspeed, f;
616 curvel = self.velocity;
618 curspeed = vlen(curvel);
620 if(wishspeed > curspeed * 1.01)
622 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
626 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
627 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
629 wishvel = wishdir * wishspeed;
630 acceldir = wishvel - curvel;
631 addspeed = vlen(acceldir);
632 acceldir = normalize(acceldir);
634 accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
636 if(autocvar_sv_warsowbunny_backtosideratio < 1)
638 curdir = normalize(curvel);
639 dot = acceldir * curdir;
641 acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
644 self.velocity += accelspeed * acceldir;
647 .vector movement_old;
650 .string lastclassname;
652 .float() PlayerPhysplug;
654 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
655 .float specialcommand_pos;
656 void SpecialCommand()
661 if(!CheatImpulse(99))
662 print("A hollow voice says \"Plugh\".\n");
666 string GetMapname(void);
667 float speedaward_lastupdate;
668 float speedaward_lastsent;
669 void SV_PlayerPhysics()
671 vector wishvel, wishdir, v;
672 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
675 float not_allowed_to_move;
678 WarpZone_PlayerPhysics_FixVAngle();
683 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
685 maxspd_mod *= autocvar_g_movement_highspeed;
687 // fix physics stats for g_movement_highspeed
688 // TODO maybe rather use maxairspeed? needs testing
689 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
690 if(autocvar_sv_airstrafeaccel_qw)
691 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
693 self.stat_sv_airstrafeaccel_qw = 0;
694 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
695 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
697 if(self.PlayerPhysplug)
698 if(self.PlayerPhysplug())
701 self.race_movetime_frac += frametime;
702 f = floor(self.race_movetime_frac);
703 self.race_movetime_frac -= f;
704 self.race_movetime_count += f;
705 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
709 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);
713 else if(buttons == 1)
715 else if(buttons == 2)
717 else if(buttons == 128)
719 else if(buttons == 256)
721 else if(buttons == 512)
723 else if(buttons == 1024)
728 if(c == substring(specialcommand, self.specialcommand_pos, 1))
730 self.specialcommand_pos += 1;
731 if(self.specialcommand_pos >= strlen(specialcommand))
733 self.specialcommand_pos = 0;
738 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
739 self.specialcommand_pos = 0;
743 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
744 self.parm_idlesince = time;
746 buttons_prev = self.buttons_old;
747 self.buttons_old = buttons;
748 self.movement_old = self.movement;
749 self.v_angle_old = self.v_angle;
751 if(time < self.nickspamtime)
752 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
754 // slight annoyance for nick change scripts
755 self.movement = -1 * self.movement;
756 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
758 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!
760 self.angles_x = random() * 360;
761 self.angles_y = random() * 360;
762 // at least I'm not forcing retardedview by also assigning to angles_z
763 self.fixangle = true;
767 if (self.punchangle != '0 0 0')
769 f = vlen(self.punchangle) - 10 * frametime;
771 self.punchangle = normalize(self.punchangle) * f;
773 self.punchangle = '0 0 0';
776 if (self.punchvector != '0 0 0')
778 f = vlen(self.punchvector) - 30 * frametime;
780 self.punchvector = normalize(self.punchvector) * f;
782 self.punchvector = '0 0 0';
785 if (IS_BOT_CLIENT(self))
787 if(playerdemo_read())
794 if(self.race_penalty)
795 if(time > self.race_penalty)
796 self.race_penalty = 0;
798 not_allowed_to_move = 0;
799 if(self.race_penalty)
800 not_allowed_to_move = 1;
801 if(time < game_starttime)
802 not_allowed_to_move = 1;
804 if(not_allowed_to_move)
806 self.velocity = '0 0 0';
807 self.movetype = MOVETYPE_NONE;
808 self.disableclientprediction = 2;
810 else if(self.disableclientprediction == 2)
812 if(self.movetype == MOVETYPE_NONE)
813 self.movetype = MOVETYPE_WALK;
814 self.disableclientprediction = 0;
818 if (self.movetype == MOVETYPE_NONE)
821 // when we get here, disableclientprediction cannot be 2
822 self.disableclientprediction = 0;
823 if(time < self.ladder_time)
824 self.disableclientprediction = 1;
826 if(time < self.spider_slowness)
828 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
829 self.stat_sv_airspeedlimit_nonqw *= 0.5;
834 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
836 self.movement_x = bound(-5, self.movement.x, 5);
837 self.movement_y = bound(-5, self.movement.y, 5);
838 self.movement_z = bound(-5, self.movement.z, 5);
841 self.movement = '0 0 0';
842 self.disableclientprediction = 1;
844 vector midpoint = ((self.absmin + self.absmax) * 0.5);
845 if(pointcontents(midpoint) == CONTENT_WATER)
847 self.velocity = self.velocity * 0.5;
849 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
850 { self.velocity_z = 200; }
854 MUTATOR_CALLHOOK(PlayerPhysics);
856 if(self.player_blocked)
858 self.movement = '0 0 0';
859 self.disableclientprediction = 1;
866 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
869 // conveyors: first fix velocity
870 if(self.conveyor.state)
871 self.velocity -= self.conveyor.movedir;
873 if (!IS_PLAYER(self))
875 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
876 if(!self.spectatorspeed)
877 self.spectatorspeed = maxspd_mod;
878 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
880 if(self.lastclassname != "player")
882 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
883 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
884 else if(self.impulse == 11)
885 self.spectatorspeed = maxspd_mod;
886 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
887 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
888 else if(self.impulse >= 1 && self.impulse <= 9)
889 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
890 } // otherwise just clear
893 maxspd_mod = self.spectatorspeed;
896 spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
897 if(self.speed != spd)
901 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
902 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
903 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
904 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
907 maxspd_mod *= swampspd_mod; // only one common speed modder please!
910 // if dead, behave differently
914 if (!self.fixangle && !g_bugrigs)
917 self.angles_y = self.v_angle.y;
921 if(self.flags & FL_ONGROUND)
922 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
927 if(self.waterlevel < WATERLEVEL_SWIMMING)
928 if(time >= self.ladder_time)
931 self.nextstep = time + 0.3 + random() * 0.1;
932 trace_dphitq3surfaceflags = 0;
933 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
934 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
936 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
937 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
939 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
950 if (self.flags & FL_WATERJUMP )
952 self.velocity_x = self.movedir.x;
953 self.velocity_y = self.movedir.y;
954 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
956 self.flags &= ~FL_WATERJUMP;
957 self.teleport_time = 0;
960 else if (g_bugrigs && IS_PLAYER(self))
964 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
966 // noclipping or flying
967 self.flags &= ~FL_ONGROUND;
969 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
970 makevectors(self.v_angle);
971 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
972 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
974 wishdir = normalize(wishvel);
975 wishspeed = vlen(wishvel);
976 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
977 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
978 if (time >= self.teleport_time)
979 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
981 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
984 self.flags &= ~FL_ONGROUND;
986 makevectors(self.v_angle);
987 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
988 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
989 if (wishvel == '0 0 0')
990 wishvel = '0 0 -60'; // drift towards bottom
992 wishdir = normalize(wishvel);
993 wishspeed = vlen(wishvel);
994 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
995 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
996 wishspeed = wishspeed * 0.7;
999 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1001 // water acceleration
1002 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1004 else if (time < self.ladder_time)
1006 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1007 self.flags &= ~FL_ONGROUND;
1010 g = autocvar_sv_gravity * frametime;
1013 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1016 self.velocity_z += g;
1019 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1020 makevectors(self.v_angle);
1021 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1022 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
1023 self.velocity_z += g;
1024 if (self.ladder_entity.classname == "func_water")
1027 if (f > self.ladder_entity.speed)
1028 wishvel = wishvel * (self.ladder_entity.speed / f);
1030 self.watertype = self.ladder_entity.skin;
1031 f = self.ladder_entity.origin.z + self.ladder_entity.maxs.z;
1032 if ((self.origin.z + self.view_ofs.z) < f)
1033 self.waterlevel = WATERLEVEL_SUBMERGED;
1034 else if ((self.origin.z + (self.mins.z + self.maxs.z) * 0.5) < f)
1035 self.waterlevel = WATERLEVEL_SWIMMING;
1036 else if ((self.origin.z + self.mins.z + 1) < f)
1037 self.waterlevel = WATERLEVEL_WETFEET;
1040 self.waterlevel = WATERLEVEL_NONE;
1041 self.watertype = CONTENT_EMPTY;
1045 wishdir = normalize(wishvel);
1046 wishspeed = vlen(wishvel);
1047 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1048 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1049 if (time >= self.teleport_time)
1051 // water acceleration
1052 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1055 else if (self.items & IT_USING_JETPACK)
1057 //makevectors(self.v_angle_y * '0 1 0');
1058 makevectors(self.v_angle);
1059 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1060 // add remaining speed as Z component
1061 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1062 // fix speedhacks :P
1063 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1064 // add the unused velocity as up component
1067 // if(self.BUTTON_JUMP)
1068 wishvel.z = sqrt(max(0, 1 - wishvel * wishvel));
1070 // it is now normalized, so...
1071 float a_side, a_up, a_add, a_diff;
1072 a_side = autocvar_g_jetpack_acceleration_side;
1073 a_up = autocvar_g_jetpack_acceleration_up;
1074 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1076 wishvel.x *= a_side;
1077 wishvel.y *= a_side;
1083 //////////////////////////////////////////////////////////////////////////////////////
1084 // finding the maximum over all vectors of above form
1085 // with wishvel having an absolute value of 1
1086 //////////////////////////////////////////////////////////////////////////////////////
1087 // we're finding the maximum over
1088 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1089 // for z in the range from -1 to 1
1090 //////////////////////////////////////////////////////////////////////////////////////
1091 // maximum is EITHER attained at the single extreme point:
1092 a_diff = a_side * a_side - a_up * a_up;
1095 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1096 if(f > -1 && f < 1) // can it be attained?
1098 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1099 //print("middle\n");
1102 // OR attained at z = 1:
1103 f = (a_up + a_add) * (a_up + a_add);
1109 // OR attained at z = -1:
1110 f = (a_up - a_add) * (a_up - a_add);
1114 //print("bottom\n");
1117 //////////////////////////////////////////////////////////////////////////////////////
1119 //print("best possible acceleration: ", ftos(best), "\n");
1122 fxy = bound(0, 1 - (self.velocity * normalize(wishvel.x * '1 0 0' + wishvel.y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1123 if(wishvel.z - autocvar_sv_gravity > 0)
1124 fz = bound(0, 1 - self.velocity.z / autocvar_g_jetpack_maxspeed_up, 1);
1126 fz = bound(0, 1 + self.velocity.z / autocvar_g_jetpack_maxspeed_up, 1);
1130 wishvel.z = (wishvel.z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1133 fvel = min(1, vlen(wishvel) / best);
1134 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1135 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1139 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1141 if (f > 0 && wishvel != '0 0 0')
1143 self.velocity = self.velocity + wishvel * f * frametime;
1144 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1145 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1146 self.flags &= ~FL_ONGROUND;
1147 self.items |= IT_USING_JETPACK;
1149 // jetpack also inhibits health regeneration, but only for 1 second
1150 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1153 else if (self.flags & FL_ONGROUND)
1155 // we get here if we ran out of ammo
1156 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1157 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1160 makevectors(self.v_angle.y * '0 1 0');
1161 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1163 if(!(self.lastflags & FL_ONGROUND))
1165 if(autocvar_speedmeter)
1166 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1167 if(self.lastground < time - 0.3)
1168 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1169 if(self.jumppadcount > 1)
1170 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1171 self.jumppadcount = 0;
1179 if (f < autocvar_sv_stopspeed)
1180 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1182 f = 1 - frametime * autocvar_sv_friction;
1184 self.velocity = self.velocity * f;
1186 self.velocity = '0 0 0';
1188 Mathematical analysis time!
1190 Our goal is to invert this mess.
1192 For the two cases we get:
1193 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1194 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1195 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1197 v = v0 * (1 - frametime * autocvar_sv_friction)
1198 v0 = v / (1 - frametime * autocvar_sv_friction)
1200 These cases would be chosen ONLY if:
1201 v0 < autocvar_sv_stopspeed
1202 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1203 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1205 v0 >= autocvar_sv_stopspeed
1206 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1207 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1212 wishdir = normalize(wishvel);
1213 wishspeed = vlen(wishvel);
1214 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1215 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1217 wishspeed = wishspeed * 0.5;
1218 if (time >= self.teleport_time)
1219 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1224 // we get here if we ran out of ammo
1225 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1226 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1230 maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1231 airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1235 maxairspd = autocvar_sv_maxairspeed;
1236 airaccel = autocvar_sv_airaccelerate;
1239 makevectors(self.v_angle.y * '0 1 0');
1240 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1242 wishdir = normalize(wishvel);
1243 wishspeed = wishspeed0 = vlen(wishvel);
1244 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1245 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1246 if (wishspeed > maxairspd)
1247 wishspeed = maxairspd;
1249 wishspeed = wishspeed * 0.5;
1250 if (time >= self.teleport_time)
1257 airaccelqw = self.stat_sv_airaccel_qw;
1258 accelerating = (self.velocity * wishdir > 0);
1259 wishspeed2 = wishspeed;
1262 if(autocvar_sv_airstopaccelerate)
1265 curdir = self.velocity;
1267 curdir = normalize(curdir);
1268 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1270 // note that for straight forward jumping:
1271 // step = accel * frametime * wishspeed0;
1272 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1274 // dv/dt = accel * maxspeed (when slow)
1275 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1276 // log dv/dt = logaccel + logmaxspeed (when slow)
1277 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1278 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1279 if(autocvar_sv_maxairstrafespeed)
1280 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1281 if(autocvar_sv_airstrafeaccelerate)
1282 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1283 if(self.stat_sv_airstrafeaccel_qw)
1284 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));
1287 if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement.x != 0)
1288 PM_AirAccelerate(wishdir, wishspeed);
1290 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1292 if(autocvar_sv_aircontrol)
1293 CPM_PM_Aircontrol(wishdir, wishspeed2);
1297 if((g_cts || g_race) && !IS_OBSERVER(self))
1299 if(vlen(self.velocity - self.velocity.z * '0 0 1') > speedaward_speed)
1301 speedaward_speed = vlen(self.velocity - self.velocity.z * '0 0 1');
1302 speedaward_holder = self.netname;
1303 speedaward_uid = self.crypto_idfp;
1304 speedaward_lastupdate = time;
1306 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1308 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1309 race_send_speedaward(MSG_ALL);
1310 speedaward_lastsent = speedaward_speed;
1311 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1313 speedaward_alltimebest = speedaward_speed;
1314 speedaward_alltimebest_holder = speedaward_holder;
1315 speedaward_alltimebest_uid = speedaward_uid;
1316 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1317 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1318 race_send_speedaward_alltimebest(MSG_ALL);
1325 xyspeed = vlen('1 0 0' * self.velocity.x + '0 1 0' * self.velocity.y);
1326 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1328 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1329 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1330 f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1331 // add the extra charge
1332 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1335 if(self.flags & FL_ONGROUND)
1336 self.lastground = time;
1338 // conveyors: then break velocity again
1339 if(self.conveyor.state)
1340 self.velocity += self.conveyor.movedir;
1342 self.lastflags = self.flags;
1343 self.lastclassname = self.classname;