11 .float spectatorspeed;
17 When you press the jump key
18 returns TRUE if handled
21 float PlayerJump (void)
24 return TRUE; // no jumping in freezetag when frozen
26 if(self.player_blocked)
27 return TRUE; // no jumping while blocked
29 float doublejump = FALSE;
30 float mjumpheight = autocvar_sv_jumpvelocity;
32 player_multijump = doublejump;
33 player_jumpheight = mjumpheight;
34 if(MUTATOR_CALLHOOK(PlayerJump))
37 doublejump = player_multijump;
38 mjumpheight = player_jumpheight;
40 if (autocvar_sv_doublejump)
42 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
43 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
47 // we MUST clip velocity here!
49 f = self.velocity * trace_plane_normal;
51 self.velocity -= f * trace_plane_normal;
55 if (self.waterlevel >= WATERLEVEL_SWIMMING)
57 self.velocity_z = self.stat_sv_maxspeed * 0.7;
62 if (!(self.flags & FL_ONGROUND))
63 return !(self.flags & FL_JUMPRELEASED);
65 if(self.cvar_cl_movement_track_canjump)
66 if (!(self.flags & FL_JUMPRELEASED))
69 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
70 // velocity bounds. Final velocity is bound between (jumpheight *
71 // min + jumpheight) and (jumpheight * max + jumpheight);
73 if(autocvar_sv_jumpspeedcap_min != "")
77 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
79 if (self.velocity_z < minjumpspeed)
80 mjumpheight += minjumpspeed - self.velocity_z;
83 if(autocvar_sv_jumpspeedcap_max != "")
85 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
86 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
88 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
92 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
94 if (self.velocity_z > maxjumpspeed)
95 mjumpheight -= self.velocity_z - maxjumpspeed;
99 if(!(self.lastflags & FL_ONGROUND))
101 if(autocvar_speedmeter)
102 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
103 if(self.lastground < time - 0.3)
105 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
106 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
108 if(self.jumppadcount > 1)
109 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
110 self.jumppadcount = 0;
113 self.velocity_z = self.velocity_z + mjumpheight;
114 self.oldvelocity_z = self.velocity_z;
116 self.flags &= ~FL_ONGROUND;
117 self.flags &= ~FL_JUMPRELEASED;
119 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
121 if(autocvar_g_jump_grunt)
122 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
124 self.restart_jump = -1; // restart jump anim next time
125 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
128 void CheckWaterJump()
132 // check for a jump-out-of-water
133 makevectors (self.angles);
135 start_z = start_z + 8;
137 normalize(v_forward);
138 end = start + v_forward*24;
139 traceline (start, end, TRUE, self);
140 if (trace_fraction < 1)
142 start_z = start_z + self.maxs_z - 8;
143 end = start + v_forward*24;
144 self.movedir = trace_plane_normal * -50;
145 traceline (start, end, TRUE, self);
146 if (trace_fraction == 1)
147 { // open at eye level
148 self.flags |= FL_WATERJUMP;
149 self.velocity_z = 225;
150 self.flags &= ~FL_JUMPRELEASED;
151 self.teleport_time = time + 2; // safety net
157 .float jetpack_stopped;
158 // Hack: shouldn't need to know about this
159 .float multijump_count;
160 void CheckPlayerJump()
162 if (self.BUTTON_JUMP || self.BUTTON_JETPACK)
164 if (self.BUTTON_JUMP && (!PlayerJump() || self.multijump_count > 0) || self.BUTTON_JETPACK)
166 if (self.cvar_cl_jetpack_jump || self.BUTTON_JETPACK)
167 if (!self.jetpack_stopped && (!autocvar_g_jetpack_fuel || self.ammo_fuel > 0 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
169 self.items |= IT_USING_JETPACK;
173 // we get here if we ran out of ammo
174 if (!self.jetpack_stopped)
175 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
176 self.jetpack_stopped = TRUE;
177 self.items &= ~IT_USING_JETPACK;
183 self.jetpack_stopped = FALSE;
184 self.items &= ~IT_USING_JETPACK;
186 if (!self.BUTTON_JUMP)
187 self.flags |= FL_JUMPRELEASED;
189 if (self.waterlevel == WATERLEVEL_SWIMMING)
193 float racecar_angle(float forward, float down)
195 float ret, angle_mult;
203 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
205 angle_mult = forward / (800 + forward);
208 return ret * angle_mult + 360 * (1 - angle_mult);
210 return ret * angle_mult;
213 void RaceCarPhysics()
215 // using this move type for "big rigs"
216 // the engine does not push the entity!
218 float accel, steer, f, myspeed, steerfactor;
219 vector angles_save, rigvel;
221 angles_save = self.angles;
222 accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
223 steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
225 if(g_bugrigs_reverse_speeding)
229 // back accel is DIGITAL
230 // to prevent speedhack
240 makevectors(self.angles); // new forward direction!
242 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
244 float upspeed, accelfactor;
246 myspeed = self.velocity * v_forward;
247 upspeed = self.velocity * v_up;
249 // responsiveness factor for steering and acceleration
250 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
251 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
253 if(myspeed < 0 && g_bugrigs_reverse_spinning)
254 steerfactor = -myspeed * g_bugrigs_steer;
256 steerfactor = -myspeed * f * g_bugrigs_steer;
258 if(myspeed < 0 && g_bugrigs_reverse_speeding)
259 accelfactor = g_bugrigs_accel;
261 accelfactor = f * g_bugrigs_accel;
262 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
268 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
272 if(!g_bugrigs_reverse_speeding)
273 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
280 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
284 if(g_bugrigs_reverse_stopping)
287 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
290 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
291 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
293 self.angles_y += steer * frametime * steerfactor; // apply steering
294 makevectors(self.angles); // new forward direction!
296 myspeed += accel * accelfactor * frametime;
298 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
302 myspeed = vlen(self.velocity);
304 // responsiveness factor for steering and acceleration
305 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
306 steerfactor = -myspeed * f;
307 self.angles_y += steer * frametime * steerfactor; // apply steering
309 rigvel = self.velocity;
310 makevectors(self.angles); // new forward direction!
313 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
314 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
315 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
316 //MAXIMA: solve(total_acceleration(v) = 0, v);
318 if(g_bugrigs_planar_movement)
320 vector rigvel_xy, neworigin, up;
323 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
324 rigvel_xy = vec2(rigvel);
326 if(g_bugrigs_planar_movement_car_jumping)
329 mt = MOVE_NOMONSTERS;
331 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
332 up = trace_endpos - self.origin;
334 // BUG RIGS: align the move to the surface instead of doing collision testing
336 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
339 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
341 if(trace_fraction < 0.5)
344 neworigin = self.origin;
347 neworigin = trace_endpos;
349 if(trace_fraction < 1)
351 // now set angles_x so that the car points parallel to the surface
352 self.angles = vectoangles(
353 '1 0 0' * v_forward_x * trace_plane_normal_z
355 '0 1 0' * v_forward_y * trace_plane_normal_z
357 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
359 self.flags |= FL_ONGROUND;
363 // now set angles_x so that the car points forward, but is tilted in velocity direction
364 self.flags &= ~FL_ONGROUND;
367 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
368 self.movetype = MOVETYPE_NOCLIP;
372 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
373 self.velocity = rigvel;
374 self.movetype = MOVETYPE_FLY;
378 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
379 if(trace_fraction != 1)
381 self.angles = vectoangles2(
382 '1 0 0' * v_forward_x * trace_plane_normal_z
384 '0 1 0' * v_forward_y * trace_plane_normal_z
386 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
394 vel_local_x = v_forward * self.velocity;
395 vel_local_y = v_right * self.velocity;
396 vel_local_z = v_up * self.velocity;
398 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
399 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
403 vector vf1, vu1, smoothangles;
404 makevectors(self.angles);
405 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
410 makevectors(angles_save);
411 vf1 = vf1 + v_forward * (1 - f);
412 vu1 = vu1 + v_up * (1 - f);
413 smoothangles = vectoangles2(vf1, vu1);
414 self.angles_x = -smoothangles_x;
415 self.angles_z = smoothangles_z;
418 float IsMoveInDirection(vector mv, float angle) // key mix factor
420 if(mv_x == 0 && mv_y == 0)
421 return 0; // avoid division by zero
422 angle -= RAD2DEG * atan2(mv_y, mv_x);
423 angle = remainder(angle, 360) / 45;
428 return 1 - fabs(angle);
431 float GeomLerp(float a, float lerp, float b)
447 return a * pow(fabs(b / a), lerp);
450 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
452 float zspeed, xyspeed, dot, k;
455 // this doesn't play well with analog input
456 if(self.movement_x == 0 || self.movement_y != 0)
457 return; // can't control movement if not moving forward or backward
460 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
465 k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
467 zspeed = self.velocity_z;
469 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
471 dot = self.velocity * wishdir;
473 if(dot > 0) // we can't change direction while slowing down
475 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
476 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
477 k *= autocvar_sv_aircontrol;
478 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
481 self.velocity = self.velocity * xyspeed;
482 self.velocity_z = zspeed;
485 float AdjustAirAccelQW(float accelqw, float factor)
487 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
490 // example config for alternate speed clamping:
491 // sv_airaccel_qw 0.8
492 // sv_airaccel_sideways_friction 0
493 // prvm_globalset server speedclamp_mode 1
495 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
503 float vel_xy_current;
504 float vel_xy_backward, vel_xy_forward;
507 if(stretchfactor > 0)
508 speedclamp = stretchfactor;
510 speedclamp = 1; // full clamping, no stretch
512 speedclamp = -1; // no clamping
517 if(autocvar_sv_gameplayfix_q2airaccelerate)
518 wishspeed0 = wishspeed;
520 vel_straight = self.velocity * wishdir;
521 vel_z = self.velocity_z;
522 vel_xy = vec2(self.velocity);
523 vel_perpend = vel_xy - vel_straight * wishdir;
525 step = accel * frametime * wishspeed0;
527 vel_xy_current = vlen(vel_xy);
529 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
530 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
531 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
532 if(vel_xy_backward < 0)
533 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
535 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
537 if(sidefric < 0 && (vel_perpend*vel_perpend))
538 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
541 f = max(0, 1 + frametime * wishspeed * sidefric);
542 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
543 // this cannot be > 1
545 vel_perpend = vel_perpend * max(0, f);
548 fminimum = sqrt(fminimum);
549 vel_perpend = vel_perpend * max(fminimum, f);
553 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
555 vel_xy = vel_straight * wishdir + vel_perpend;
559 float vel_xy_preclamp;
560 vel_xy_preclamp = vlen(vel_xy);
561 if(vel_xy_preclamp > 0) // prevent division by zero
563 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
564 if(vel_xy_current < vel_xy_preclamp)
565 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
569 self.velocity = vel_xy + vel_z * '0 0 1';
572 void PM_AirAccelerate(vector wishdir, float wishspeed)
574 vector curvel, wishvel, acceldir, curdir;
575 float addspeed, accelspeed, curspeed, f;
581 curvel = self.velocity;
583 curspeed = vlen(curvel);
585 if(wishspeed > curspeed * 1.01)
587 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
591 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
592 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
594 wishvel = wishdir * wishspeed;
595 acceldir = wishvel - curvel;
596 addspeed = vlen(acceldir);
597 acceldir = normalize(acceldir);
599 accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
601 if(autocvar_sv_warsowbunny_backtosideratio < 1)
603 curdir = normalize(curvel);
604 dot = acceldir * curdir;
606 acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
609 self.velocity += accelspeed * acceldir;
612 .vector movement_old;
615 .string lastclassname;
617 .float() PlayerPhysplug;
619 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
620 .float specialcommand_pos;
621 void SpecialCommand()
626 if(!CheatImpulse(99))
627 print("A hollow voice says \"Plugh\".\n");
631 float speedaward_speed;
632 string speedaward_holder;
633 string speedaward_uid;
634 void race_send_speedaward(float msg)
636 // send the best speed of the round
637 WriteByte(msg, SVC_TEMPENTITY);
638 WriteByte(msg, TE_CSQC_RACE);
639 WriteByte(msg, RACE_NET_SPEED_AWARD);
640 WriteInt24_t(msg, floor(speedaward_speed+0.5));
641 WriteString(msg, speedaward_holder);
644 float speedaward_alltimebest;
645 string speedaward_alltimebest_holder;
646 string speedaward_alltimebest_uid;
647 void race_send_speedaward_alltimebest(float msg)
649 // send the best speed
650 WriteByte(msg, SVC_TEMPENTITY);
651 WriteByte(msg, TE_CSQC_RACE);
652 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
653 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
654 WriteString(msg, speedaward_alltimebest_holder);
657 string GetMapname(void);
658 float speedaward_lastupdate;
659 float speedaward_lastsent;
660 void SV_PlayerPhysics()
662 vector wishvel, wishdir, v;
663 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
666 float not_allowed_to_move;
669 WarpZone_PlayerPhysics_FixVAngle();
674 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
676 maxspd_mod *= autocvar_g_movement_highspeed;
678 // fix physics stats for g_movement_highspeed
679 // TODO maybe rather use maxairspeed? needs testing
680 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
681 if(autocvar_sv_airstrafeaccel_qw)
682 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
684 self.stat_sv_airstrafeaccel_qw = 0;
685 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
686 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
688 if(self.PlayerPhysplug)
689 if(self.PlayerPhysplug())
692 self.race_movetime_frac += frametime;
693 f = floor(self.race_movetime_frac);
694 self.race_movetime_frac -= f;
695 self.race_movetime_count += f;
696 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
700 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);
704 else if(buttons == 1)
706 else if(buttons == 2)
708 else if(buttons == 128)
710 else if(buttons == 256)
712 else if(buttons == 512)
714 else if(buttons == 1024)
719 if(c == substring(specialcommand, self.specialcommand_pos, 1))
721 self.specialcommand_pos += 1;
722 if(self.specialcommand_pos >= strlen(specialcommand))
724 self.specialcommand_pos = 0;
729 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
730 self.specialcommand_pos = 0;
734 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
735 self.parm_idlesince = time;
737 buttons_prev = self.buttons_old;
738 self.buttons_old = buttons;
739 self.movement_old = self.movement;
740 self.v_angle_old = self.v_angle;
742 if(time < self.nickspamtime)
743 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
745 // slight annoyance for nick change scripts
746 self.movement = -1 * self.movement;
747 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
749 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!
751 self.angles_x = random() * 360;
752 self.angles_y = random() * 360;
753 // at least I'm not forcing retardedview by also assigning to angles_z
754 self.fixangle = TRUE;
758 if (self.punchangle != '0 0 0')
760 f = vlen(self.punchangle) - 10 * frametime;
762 self.punchangle = normalize(self.punchangle) * f;
764 self.punchangle = '0 0 0';
767 if (self.punchvector != '0 0 0')
769 f = vlen(self.punchvector) - 30 * frametime;
771 self.punchvector = normalize(self.punchvector) * f;
773 self.punchvector = '0 0 0';
776 if (IS_BOT_CLIENT(self))
778 if(playerdemo_read())
783 self.items &= ~IT_USING_JETPACK;
787 if(self.race_penalty)
788 if(time > self.race_penalty)
789 self.race_penalty = 0;
791 not_allowed_to_move = 0;
792 if(self.race_penalty)
793 not_allowed_to_move = 1;
794 if(!autocvar_sv_ready_restart_after_countdown)
795 if(time < game_starttime)
796 not_allowed_to_move = 1;
798 if(not_allowed_to_move)
800 self.velocity = '0 0 0';
801 self.movetype = MOVETYPE_NONE;
802 self.disableclientprediction = 2;
804 else if(self.disableclientprediction == 2)
806 if(self.movetype == MOVETYPE_NONE)
807 self.movetype = MOVETYPE_WALK;
808 self.disableclientprediction = 0;
812 if (self.movetype == MOVETYPE_NONE)
815 // when we get here, disableclientprediction cannot be 2
816 self.disableclientprediction = 0;
817 if(time < self.ladder_time)
818 self.disableclientprediction = 1;
820 if(time < self.spider_slowness)
822 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
823 self.stat_sv_airspeedlimit_nonqw *= 0.5;
828 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
830 self.movement_x = bound(-5, self.movement_x, 5);
831 self.movement_y = bound(-5, self.movement_y, 5);
832 self.movement_z = bound(-5, self.movement_z, 5);
835 self.movement = '0 0 0';
836 self.disableclientprediction = 1;
838 vector midpoint = ((self.absmin + self.absmax) * 0.5);
839 if(pointcontents(midpoint) == CONTENT_WATER)
841 self.velocity = self.velocity * 0.5;
843 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
844 { self.velocity_z = 200; }
848 MUTATOR_CALLHOOK(PlayerPhysics);
850 if(self.player_blocked)
852 self.movement = '0 0 0';
853 self.disableclientprediction = 1;
860 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
863 // conveyors: first fix velocity
864 if(self.conveyor.state)
865 self.velocity -= self.conveyor.movedir;
867 if (!IS_PLAYER(self))
869 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
870 if(!self.spectatorspeed)
871 self.spectatorspeed = maxspd_mod;
872 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
874 if(self.lastclassname != "player")
876 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
877 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
878 else if(self.impulse == 11)
879 self.spectatorspeed = maxspd_mod;
880 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
881 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
882 else if(self.impulse >= 1 && self.impulse <= 9)
883 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
884 } // otherwise just clear
887 maxspd_mod = self.spectatorspeed;
890 spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
891 if(self.speed != spd)
895 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
896 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
897 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
898 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
901 maxspd_mod *= swampspd_mod; // only one common speed modder please!
904 // if dead, behave differently
908 if (!self.fixangle && !g_bugrigs)
911 self.angles_y = self.v_angle_y;
915 if(self.flags & FL_ONGROUND)
916 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
921 if(self.waterlevel < WATERLEVEL_SWIMMING)
922 if(time >= self.ladder_time)
925 self.nextstep = time + 0.3 + random() * 0.1;
926 trace_dphitq3surfaceflags = 0;
927 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
928 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
930 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
931 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
933 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
944 if (self.flags & FL_WATERJUMP )
946 self.velocity_x = self.movedir_x;
947 self.velocity_y = self.movedir_y;
948 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
950 self.flags &= ~FL_WATERJUMP;
951 self.teleport_time = 0;
954 else if (g_bugrigs && IS_PLAYER(self))
958 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
960 // noclipping or flying
961 self.flags &= ~FL_ONGROUND;
963 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
964 makevectors(self.v_angle);
965 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
966 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
968 wishdir = normalize(wishvel);
969 wishspeed = vlen(wishvel);
970 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
971 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
972 if (time >= self.teleport_time)
973 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
975 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
978 self.flags &= ~FL_ONGROUND;
980 makevectors(self.v_angle);
981 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
982 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
983 if (wishvel == '0 0 0')
984 wishvel = '0 0 -60'; // drift towards bottom
986 wishdir = normalize(wishvel);
987 wishspeed = vlen(wishvel);
988 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
989 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
990 wishspeed = wishspeed * 0.7;
993 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
995 // water acceleration
996 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
998 else if (time < self.ladder_time)
1000 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1001 self.flags &= ~FL_ONGROUND;
1004 g = autocvar_sv_gravity * frametime;
1007 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1010 self.velocity_z += g;
1013 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1014 makevectors(self.v_angle);
1015 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1016 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1017 self.velocity_z += g;
1018 if (self.ladder_entity.classname == "func_water")
1021 if (f > self.ladder_entity.speed)
1022 wishvel = wishvel * (self.ladder_entity.speed / f);
1024 self.watertype = self.ladder_entity.skin;
1025 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1026 if ((self.origin_z + self.view_ofs_z) < f)
1027 self.waterlevel = WATERLEVEL_SUBMERGED;
1028 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1029 self.waterlevel = WATERLEVEL_SWIMMING;
1030 else if ((self.origin_z + self.mins_z + 1) < f)
1031 self.waterlevel = WATERLEVEL_WETFEET;
1034 self.waterlevel = WATERLEVEL_NONE;
1035 self.watertype = CONTENT_EMPTY;
1039 wishdir = normalize(wishvel);
1040 wishspeed = vlen(wishvel);
1041 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1042 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1043 if (time >= self.teleport_time)
1045 // water acceleration
1046 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1049 else if (self.items & IT_USING_JETPACK)
1051 //makevectors(self.v_angle_y * '0 1 0');
1052 makevectors(self.v_angle);
1053 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1054 // add remaining speed as Z component
1055 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1056 // fix speedhacks :P
1057 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1058 // add the unused velocity as up component
1061 // if(self.BUTTON_JUMP)
1062 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1064 // it is now normalized, so...
1065 float a_side, a_up, a_add, a_diff;
1066 a_side = autocvar_g_jetpack_acceleration_side;
1067 a_up = autocvar_g_jetpack_acceleration_up;
1068 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1070 wishvel_x *= a_side;
1071 wishvel_y *= a_side;
1077 //////////////////////////////////////////////////////////////////////////////////////
1078 // finding the maximum over all vectors of above form
1079 // with wishvel having an absolute value of 1
1080 //////////////////////////////////////////////////////////////////////////////////////
1081 // we're finding the maximum over
1082 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1083 // for z in the range from -1 to 1
1084 //////////////////////////////////////////////////////////////////////////////////////
1085 // maximum is EITHER attained at the single extreme point:
1086 a_diff = a_side * a_side - a_up * a_up;
1089 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1090 if(f > -1 && f < 1) // can it be attained?
1092 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1093 //print("middle\n");
1096 // OR attained at z = 1:
1097 f = (a_up + a_add) * (a_up + a_add);
1103 // OR attained at z = -1:
1104 f = (a_up - a_add) * (a_up - a_add);
1108 //print("bottom\n");
1111 //////////////////////////////////////////////////////////////////////////////////////
1113 //print("best possible acceleration: ", ftos(best), "\n");
1116 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1117 if(wishvel_z - autocvar_sv_gravity > 0)
1118 fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1120 fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1124 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1127 fvel = min(1, vlen(wishvel) / best);
1128 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1129 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1133 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1135 if (f > 0 && wishvel != '0 0 0')
1137 self.velocity = self.velocity + wishvel * f * frametime;
1138 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1139 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1140 self.flags &= ~FL_ONGROUND;
1141 self.items |= IT_USING_JETPACK;
1143 // jetpack also inhibits health regeneration, but only for 1 second
1144 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1147 else if (self.flags & FL_ONGROUND)
1150 makevectors(self.v_angle_y * '0 1 0');
1151 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1153 if(!(self.lastflags & FL_ONGROUND))
1155 if(autocvar_speedmeter)
1156 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1157 if(self.lastground < time - 0.3)
1158 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1159 if(self.jumppadcount > 1)
1160 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1161 self.jumppadcount = 0;
1169 if (f < autocvar_sv_stopspeed)
1170 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1172 f = 1 - frametime * autocvar_sv_friction;
1174 self.velocity = self.velocity * f;
1176 self.velocity = '0 0 0';
1178 Mathematical analysis time!
1180 Our goal is to invert this mess.
1182 For the two cases we get:
1183 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1184 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1185 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1187 v = v0 * (1 - frametime * autocvar_sv_friction)
1188 v0 = v / (1 - frametime * autocvar_sv_friction)
1190 These cases would be chosen ONLY if:
1191 v0 < autocvar_sv_stopspeed
1192 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1193 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1195 v0 >= autocvar_sv_stopspeed
1196 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1197 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1202 wishdir = normalize(wishvel);
1203 wishspeed = vlen(wishvel);
1204 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1205 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1207 wishspeed = wishspeed * 0.5;
1208 if (time >= self.teleport_time)
1209 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1217 maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1218 airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1222 maxairspd = autocvar_sv_maxairspeed;
1223 airaccel = autocvar_sv_airaccelerate;
1226 makevectors(self.v_angle_y * '0 1 0');
1227 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1229 wishdir = normalize(wishvel);
1230 wishspeed = wishspeed0 = vlen(wishvel);
1231 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1232 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1233 if (wishspeed > maxairspd)
1234 wishspeed = maxairspd;
1236 wishspeed = wishspeed * 0.5;
1237 if (time >= self.teleport_time)
1244 airaccelqw = self.stat_sv_airaccel_qw;
1245 accelerating = (self.velocity * wishdir > 0);
1246 wishspeed2 = wishspeed;
1249 if(autocvar_sv_airstopaccelerate)
1252 curdir = self.velocity;
1254 curdir = normalize(curdir);
1255 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1257 // note that for straight forward jumping:
1258 // step = accel * frametime * wishspeed0;
1259 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1261 // dv/dt = accel * maxspeed (when slow)
1262 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1263 // log dv/dt = logaccel + logmaxspeed (when slow)
1264 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1265 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1266 if(autocvar_sv_maxairstrafespeed)
1267 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1268 if(autocvar_sv_airstrafeaccelerate)
1269 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1270 if(self.stat_sv_airstrafeaccel_qw)
1271 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));
1274 if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1275 PM_AirAccelerate(wishdir, wishspeed);
1277 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1279 if(autocvar_sv_aircontrol)
1280 CPM_PM_Aircontrol(wishdir, wishspeed2);
1284 if((g_cts || g_race) && !IS_OBSERVER(self))
1286 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1288 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1289 speedaward_holder = self.netname;
1290 speedaward_uid = self.crypto_idfp;
1291 speedaward_lastupdate = time;
1293 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1295 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1296 race_send_speedaward(MSG_ALL);
1297 speedaward_lastsent = speedaward_speed;
1298 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1300 speedaward_alltimebest = speedaward_speed;
1301 speedaward_alltimebest_holder = speedaward_holder;
1302 speedaward_alltimebest_uid = speedaward_uid;
1303 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1304 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1305 race_send_speedaward_alltimebest(MSG_ALL);
1312 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1313 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1315 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1316 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1317 f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1318 // add the extra charge
1319 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1322 if(self.flags & FL_ONGROUND)
1323 self.lastground = time;
1325 // conveyors: then break velocity again
1326 if(self.conveyor.state)
1327 self.velocity += self.conveyor.movedir;
1329 self.lastflags = self.flags;
1330 self.lastclassname = self.classname;