addstat(STAT_MOVEVARS_CL_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, stat_sv_track_canjump);
- // double jump
- addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
-
// jump speed caps
addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
- self.stat_doublejump = PHYS_DOUBLEJUMP;
-
self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
pmove_waterjumptime = 0;
}
-void PM_ClientMovement_Move()
-{SELFPARAM();
+void PM_ClientMovement_Move(entity this)
+{
#ifdef CSQC
+
+ PM_ClientMovement_UpdateStatus(this, false);
+ if(autocvar_cl_movement == 3)
+ return;
+
int bump;
float t;
float f;
vector trace2_plane_normal = '0 0 0';
vector trace3_plane_normal = '0 0 0';
-
- PM_ClientMovement_UpdateStatus(this, false);
- primalvelocity = self.velocity;
- for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
+ primalvelocity = this.velocity;
+ for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
{
- neworigin = self.origin + t * self.velocity;
- tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
+ neworigin = this.origin + t * this.velocity;
+ tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
trace1_endpos = trace_endpos;
trace1_fraction = trace_fraction;
trace1_plane_normal = trace_plane_normal;
{
// may be a step or wall, try stepping up
// first move forward at a higher level
- currentorigin2 = self.origin;
+ currentorigin2 = this.origin;
currentorigin2_z += PHYS_STEPHEIGHT;
neworigin2 = neworigin;
neworigin2_z += PHYS_STEPHEIGHT;
- tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
trace2_endpos = trace_endpos;
trace2_fraction = trace_fraction;
trace2_plane_normal = trace_plane_normal;
// then move down from there
currentorigin2 = trace2_endpos;
neworigin2 = trace2_endpos;
- neworigin2_z = self.origin_z;
- tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ neworigin2_z = this.origin_z;
+ tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
trace3_endpos = trace_endpos;
trace3_fraction = trace_fraction;
trace3_plane_normal = trace_plane_normal;
// check if it moved at all
if(trace1_fraction >= 0.001)
- setorigin(self, trace1_endpos);
+ setorigin(this, trace1_endpos);
// check if it moved all the way
if(trace1_fraction == 1)
// this got commented out in a change that supposedly makes the code match QW better
// so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
if(trace1_plane_normal_z > 0.7)
- SET_ONGROUND(self);
+ SET_ONGROUND(this);
t -= t * trace1_fraction;
- f = (self.velocity * trace1_plane_normal);
- self.velocity = self.velocity + -f * trace1_plane_normal;
+ f = (this.velocity * trace1_plane_normal);
+ this.velocity = this.velocity + -f * trace1_plane_normal;
}
if(pmove_waterjumptime > 0)
- self.velocity = primalvelocity;
+ this.velocity = primalvelocity;
#endif
}
bool doublejump = false;
float mjumpheight = PHYS_JUMPVELOCITY;
-#ifdef CSQC
- player_multijump = doublejump;
- player_jumpheight = mjumpheight;
-#endif
if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight))
return true;
doublejump = player_multijump;
mjumpheight = player_jumpheight;
- if (PHYS_DOUBLEJUMP)
- {
- tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
- if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
- {
- doublejump = true;
-
- // we MUST clip velocity here!
- float f;
- f = self.velocity * trace_plane_normal;
- if (f < 0)
- self.velocity -= f * trace_plane_normal;
- }
- }
-
if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
#define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
#endif
.float jetpack_stopped;
-// Hack: shouldn't need to know about this
-.float multijump_count;
void CheckPlayerJump()
{SELFPARAM();
#ifdef SVQC
if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
{
- float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
+ float air_jump = !PlayerJump() || player_multijump; // PlayerJump() has important side effects
float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
return ret * angle_mult;
}
-void RaceCarPhysics()
-{SELFPARAM();
-#ifdef SVQC
- // using this move type for "big rigs"
- // the engine does not push the entity!
-
- vector rigvel;
-
- vector angles_save = self.angles;
- float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
- float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
-
- if (g_bugrigs_reverse_speeding)
- {
- if (accel < 0)
- {
- // back accel is DIGITAL
- // to prevent speedhack
- if (accel < -0.5)
- accel = -1;
- else
- accel = 0;
- }
- }
-
- self.angles_x = 0;
- self.angles_z = 0;
- makevectors(self.angles); // new forward direction!
-
- if (IS_ONGROUND(self) || g_bugrigs_air_steering)
- {
- float myspeed = self.velocity * v_forward;
- float upspeed = self.velocity * v_up;
-
- // responsiveness factor for steering and acceleration
- float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
- //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
-
- float steerfactor;
- if (myspeed < 0 && g_bugrigs_reverse_spinning)
- steerfactor = -myspeed * g_bugrigs_steer;
- else
- steerfactor = -myspeed * f * g_bugrigs_steer;
-
- float accelfactor;
- if (myspeed < 0 && g_bugrigs_reverse_speeding)
- accelfactor = g_bugrigs_accel;
- else
- accelfactor = f * g_bugrigs_accel;
- //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
-
- if (accel < 0)
- {
- if (myspeed > 0)
- {
- myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
- }
- else
- {
- if (!g_bugrigs_reverse_speeding)
- myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
- }
- }
- else
- {
- if (myspeed >= 0)
- {
- myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
- }
- else
- {
- if (g_bugrigs_reverse_stopping)
- myspeed = 0;
- else
- myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
- }
- }
- // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
- //MAXIMA: friction(v) := g_bugrigs_friction_floor;
-
- self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
- makevectors(self.angles); // new forward direction!
-
- myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
-
- rigvel = myspeed * v_forward + '0 0 1' * upspeed;
- }
- else
- {
- float myspeed = vlen(self.velocity);
-
- // responsiveness factor for steering and acceleration
- float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
- float steerfactor = -myspeed * f;
- self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
-
- rigvel = self.velocity;
- makevectors(self.angles); // new forward direction!
- }
-
- rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
- //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
- //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
- //MAXIMA: solve(total_acceleration(v) = 0, v);
-
- if (g_bugrigs_planar_movement)
- {
- vector rigvel_xy, neworigin, up;
- float mt;
-
- rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
- rigvel_xy = vec2(rigvel);
-
- if (g_bugrigs_planar_movement_car_jumping)
- mt = MOVE_NORMAL;
- else
- mt = MOVE_NOMONSTERS;
-
- tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
- up = trace_endpos - self.origin;
-
- // BUG RIGS: align the move to the surface instead of doing collision testing
- // can we move?
- tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
-
- // align to surface
- tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
-
- if (trace_fraction < 0.5)
- {
- trace_fraction = 1;
- neworigin = self.origin;
- }
- else
- neworigin = trace_endpos;
-
- if (trace_fraction < 1)
- {
- // now set angles_x so that the car points parallel to the surface
- self.angles = vectoangles(
- '1 0 0' * v_forward_x * trace_plane_normal_z
- +
- '0 1 0' * v_forward_y * trace_plane_normal_z
- +
- '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
- );
- SET_ONGROUND(self);
- }
- else
- {
- // now set angles_x so that the car points forward, but is tilted in velocity direction
- UNSET_ONGROUND(self);
- }
-
- self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
- self.movetype = MOVETYPE_NOCLIP;
- }
- else
- {
- rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
- self.velocity = rigvel;
- self.movetype = MOVETYPE_FLY;
- }
-
- trace_fraction = 1;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
- if (trace_fraction != 1)
- {
- self.angles = vectoangles2(
- '1 0 0' * v_forward_x * trace_plane_normal_z
- +
- '0 1 0' * v_forward_y * trace_plane_normal_z
- +
- '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
- trace_plane_normal
- );
- }
- else
- {
- vector vel_local;
-
- vel_local_x = v_forward * self.velocity;
- vel_local_y = v_right * self.velocity;
- vel_local_z = v_up * self.velocity;
-
- self.angles_x = racecar_angle(vel_local_x, vel_local_z);
- self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
- }
-
- // smooth the angles
- vector vf1, vu1, smoothangles;
- makevectors(self.angles);
- float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
- if (f == 0)
- f = 1;
- vf1 = v_forward * f;
- vu1 = v_up * f;
- makevectors(angles_save);
- vf1 = vf1 + v_forward * (1 - f);
- vu1 = vu1 + v_up * (1 - f);
- smoothangles = vectoangles2(vf1, vu1);
- self.angles_x = -smoothangles_x;
- self.angles_z = smoothangles_z;
-#endif
-}
-
string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
.float specialcommand_pos;
void SpecialCommand()
{
#ifdef SVQC
-#ifdef TETRIS
- TetrisImpulse();
-#else
if (!CheatImpulse(99))
LOG_INFO("A hollow voice says \"Plugh\".\n");
#endif
-#endif
}
float PM_check_specialcommand(float buttons)
#endif
}
-void PM_check_spider()
-{SELFPARAM();
-#ifdef SVQC
- if (time >= self.spider_slowness)
- return;
- PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
- PHYS_MAXAIRSPEED(self) *= 0.5;
- PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
- PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
-#endif
-}
-
// predict frozen movement, as frozen players CAN move in some cases
void PM_check_frozen()
{SELFPARAM();
#endif
}
-void PM_check_vortex()
-{SELFPARAM();
-#ifdef SVQC
- // WEAPONTODO
- float xyspeed = vlen(vec2(self.velocity));
- if (self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
- {
- // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
- xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
- float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
- // add the extra charge
- self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
- }
-#endif
-}
-
void PM_fly(float maxspd_mod)
{SELFPARAM();
// noclipping or flying
if (time >= self.teleport_time)
#endif
PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move();
+ PM_ClientMovement_Move(self);
}
void PM_swim(float maxspd_mod)
}
// water acceleration
PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move();
+ PM_ClientMovement_Move(self);
}
void PM_ladder(float maxspd_mod)
#endif
// water acceleration
PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move();
+ PM_ClientMovement_Move(self);
}
void PM_jetpack(float maxspd_mod)
#ifdef CSQC
float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
- else
- self.velocity_z -= g;
- PM_ClientMovement_Move();
- if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if(autocvar_cl_movement != 3)
+ {
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
self.velocity_z -= g * 0.5;
+ else
+ self.velocity_z -= g;
+ }
+ PM_ClientMovement_Move(self);
+ if(autocvar_cl_movement != 3)
+ {
+ if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+ }
#endif
}
const float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
this.velocity += accelspeed * wishdir;
}
+#ifdef CSQC
const float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
- this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
+ if(autocvar_cl_movement != 3)
+ {
+ if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
+ }
if (vdist(this.velocity, >, 0))
- PM_ClientMovement_Move();
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
- this.velocity_z -= g * 0.5;
+ PM_ClientMovement_Move(self);
+ if(autocvar_cl_movement != 3)
+ {
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
+ this.velocity_z -= g * 0.5;
+ }
+#endif
}
void PM_air(float buttons_prev, float maxspd_mod)
if (PHYS_AIRCONTROL)
CPM_PM_Aircontrol(wishdir, wishspeed2);
}
+#ifdef CSQC
float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ if(autocvar_cl_movement != 3)
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
self.velocity_z -= g * 0.5;
else
self.velocity_z -= g;
- PM_ClientMovement_Move();
+#endif
+ PM_ClientMovement_Move(self);
+#ifdef CSQC
+ if(autocvar_cl_movement != 3)
if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
self.velocity_z -= g * 0.5;
+#endif
}
// used for calculating airshots
viewloc_PlayerPhysics();
- PM_check_spider();
-
PM_check_frozen();
PM_check_blocked();
}
#ifdef SVQC
- if (!this.fixangle && !g_bugrigs)
+ if (!this.fixangle)
this.angles = '0 1 0' * this.v_angle.y;
#endif
}
}
-#ifdef SVQC
- else if (g_bugrigs && IS_PLAYER(this))
- RaceCarPhysics();
-#endif
+ else if (MUTATOR_CALLHOOK(PM_Physics, maxspeed_mod))
+ { }
else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
PM_fly(maxspeed_mod);
else
PM_air(buttons_prev, maxspeed_mod);
- PM_check_vortex();
-
:end
if (IS_ONGROUND(this))
this.lastground = time;