STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
+ STAT(PL_MIN, this) = autocvar_sv_player_mins;
+ STAT(PL_MAX, this) = autocvar_sv_player_maxs;
+ STAT(PL_VIEW_OFS, this) = autocvar_sv_player_viewoffset;
+ STAT(PL_CROUCH_MIN, this) = autocvar_sv_player_crouch_mins;
+ STAT(PL_CROUCH_MAX, this) = autocvar_sv_player_crouch_maxs;
+ STAT(PL_CROUCH_VIEW_OFS, this) = autocvar_sv_player_crouch_viewoffset;
+
// old stats
// fix some new settings
STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor", autocvar_sv_airaccel_qw_stretchfactor);
STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction", autocvar_sv_airaccel_sideways_friction);
STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
+ STAT(MOVEVARS_AIRCONTROL_BACKWARDS, this) = Physics_ClientOption(this, "aircontrol_backwards", autocvar_sv_aircontrol_backwards);
STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
{
return a == 0 ? (_lerp < 1 ? 0 : b)
: b == 0 ? (_lerp > 0 ? 0 : a)
- : a * pow(fabs(b / a), _lerp);
-}
-
-#define unstick_offsets(X) \
-/* 1 no nudge (just return the original if this test passes) */ \
- X(' 0.000 0.000 0.000') \
-/* 6 simple nudges */ \
- X(' 0.000 0.000 0.125') X('0.000 0.000 -0.125') \
- X('-0.125 0.000 0.000') X('0.125 0.000 0.000') \
- X(' 0.000 -0.125 0.000') X('0.000 0.125 0.000') \
-/* 4 diagonal flat nudges */ \
- X('-0.125 -0.125 0.000') X('0.125 -0.125 0.000') \
- X('-0.125 0.125 0.000') X('0.125 0.125 0.000') \
-/* 8 diagonal upward nudges */ \
- X('-0.125 0.000 0.125') X('0.125 0.000 0.125') \
- X(' 0.000 -0.125 0.125') X('0.000 0.125 0.125') \
- X('-0.125 -0.125 0.125') X('0.125 -0.125 0.125') \
- X('-0.125 0.125 0.125') X('0.125 0.125 0.125') \
-/* 8 diagonal downward nudges */ \
- X('-0.125 0.000 -0.125') X('0.125 0.000 -0.125') \
- X(' 0.000 -0.125 -0.125') X('0.000 0.125 -0.125') \
- X('-0.125 -0.125 -0.125') X('0.125 -0.125 -0.125') \
- X('-0.125 0.125 -0.125') X('0.125 0.125 -0.125') \
-/**/
-
-void PM_ClientMovement_Unstick(entity this)
-{
- #define X(unstick_offset) \
- { \
- vector neworigin = unstick_offset + this.origin; \
- tracebox(neworigin, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL), neworigin, MOVE_NORMAL, this); \
- if (!trace_startsolid) \
- { \
- setorigin(this, neworigin); \
- return; \
- } \
- }
- unstick_offsets(X);
- #undef X
+ : a * (fabs(b / a) ** _lerp);
}
void PM_ClientMovement_UpdateStatus(entity this)
// set crouched
bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
- if(this.hook && !wasfreed(this.hook))
- do_crouch = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wep = viewmodels[slot];
+ if(wep.hook && !wasfreed(wep.hook))
+ {
+ do_crouch = false;
+ break; // don't bother checking the others
+ }
+ }
if(this.waterlevel >= WATERLEVEL_SWIMMING)
do_crouch = false;
if(hud != HUD_NORMAL)
do_crouch = false;
if(STAT(FROZEN, this))
do_crouch = false;
- if((activeweapon.spawnflags & WEP_TYPE_MELEE_PRI) && viewmodel.animstate_startframe == viewmodel.anim_fire1_x && time < viewmodel.weapon_nextthink)
- do_crouch = false;
- if((activeweapon.spawnflags & WEP_TYPE_MELEE_SEC) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
- do_crouch = false;
if (do_crouch)
{
// wants to stand, if currently crouching we need to check for a low ceiling first
if (IS_DUCKED(this))
{
- tracebox(this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), this.origin, MOVE_NORMAL, this);
+ tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, MOVE_NORMAL, this);
if (!trace_startsolid) UNSET_DUCKED(this);
}
}
void CPM_PM_Aircontrol(entity this, float dt, vector wishdir, float wishspeed)
{
- float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
+ float movity = IsMoveInDirection(this.movement, 0);
+ if(PHYS_AIRCONTROL_BACKWARDS(this))
+ movity += IsMoveInDirection(this.movement, 180);
+
+ float k = 32 * (2 * movity - 1);
if (k <= 0)
return;
if (dot > 0) // we can't change direction while slowing down
{
- k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * dt;
+ k *= (dot ** PHYS_AIRCONTROL_POWER(this)) * dt;
xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
k *= PHYS_AIRCONTROL(this);
this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
bool doublejump = false;
float mjumpheight = PHYS_JUMPVELOCITY(this);
+ bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
return true;
{
doublejump = true;
mjumpheight *= 0.7;
+ track_jump = true;
}
else
{
}
if (!doublejump)
- if (!IS_ONGROUND(this))
+ if (!IS_ONGROUND(this) && !IS_ONSLICK(this))
return IS_JUMP_HELD(this);
- bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
if(PHYS_TRACK_CANJUMP(this))
track_jump = true;
}
}
- if (!WAS_ONGROUND(this))
+ if (!WAS_ONGROUND(this) && !WAS_ONSLICK(this))
{
#ifdef SVQC
if(autocvar_speedmeter)
- LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
+ LOG_TRACE("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")");
#endif
if(this.lastground < time - 0.3)
{
}
#ifdef SVQC
if(this.jumppadcount > 1)
- LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
+ LOG_TRACE(ftos(this.jumppadcount), "x jumppad combo");
this.jumppadcount = 0;
#endif
}
this.velocity_z += mjumpheight;
UNSET_ONGROUND(this);
+ UNSET_ONSLICK(this);
SET_JUMP_HELD(this);
#ifdef SVQC
return ret * angle_mult;
}
+#ifdef SVQC
string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
.float specialcommand_pos;
void SpecialCommand(entity this)
{
-#ifdef SVQC
if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
LOG_INFO("A hollow voice says \"Plugh\".\n");
-#endif
}
+#endif
bool PM_check_specialcommand(entity this, int buttons)
{
this.wasFlying = false;
if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
if (time < this.ladder_time) return;
- if (this.hook) return;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).hook)
+ return;
+ }
this.nextstep = time + 0.3 + random() * 0.1;
trace_dphitq3surfaceflags = 0;
tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
#endif
}
+void PM_check_slick(entity this)
+{
+ if(!IS_ONGROUND(this))
+ return;
+
+ if(!PHYS_SLICK_APPLYGRAVITY(this))
+ return;
+
+ tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+ {
+ UNSET_ONGROUND(this);
+ SET_ONSLICK(this);
+ }
+ else
+ UNSET_ONSLICK(this);
+}
+
void PM_check_blocked(entity this)
{
#ifdef SVQC
#endif
}
-.vector oldmovement;
-
void PM_jetpack(entity this, float maxspd_mod, float dt)
{
//makevectors(this.v_angle.y * '0 1 0');
#ifdef SVQC
this.pm_frametime = frametime;
+#elif defined(CSQC)
+ if((ITEMS_STAT(this) & IT_USING_JETPACK) && !IS_DEAD(this) && !intermission)
+ this.csqcmodel_modelflags |= MF_ROCKET;
+ else
+ this.csqcmodel_modelflags &= ~MF_ROCKET;
#endif
}