+++ /dev/null
-#include "movelib.qh"
-
-#ifdef SVQC
-.vector moveto;
-
-/**
- Simulate drag
- self.velocity = movelib_dragvec(self.velocity,0.02,0.5);
-**/
-vector movelib_dragvec(float drag, float exp_)
-{SELFPARAM();
- float lspeed,ldrag;
-
- lspeed = vlen(self.velocity);
- ldrag = lspeed * drag;
- ldrag = ldrag * (drag * exp_);
- ldrag = 1 - (ldrag / lspeed);
-
- return self.velocity * ldrag;
-}
-
-/**
- Simulate drag
- self.velocity *= movelib_dragflt(somespeed,0.01,0.7);
-**/
-float movelib_dragflt(float fspeed,float drag,float exp_)
-{
- float ldrag;
-
- ldrag = fspeed * drag;
- ldrag = ldrag * ldrag * exp_;
- ldrag = 1 - (ldrag / fspeed);
-
- return ldrag;
-}
-
-/**
- Do a inertia simulation based on velocity.
- Basicaly, this allows you to simulate loss of steering with higher speed.
- self.velocity = movelib_inertmove_byspeed(self.velocity,newvel,1000,0.1,0.9);
-**/
-vector movelib_inertmove_byspeed(vector vel_new, float vel_max,float newmin,float oldmax)
-{SELFPARAM();
- float influense;
-
- influense = vlen(self.velocity) * (1 / vel_max);
-
- influense = bound(newmin,influense,oldmax);
-
- return (vel_new * (1 - influense)) + (self.velocity * influense);
-}
-
-vector movelib_inertmove(vector new_vel,float new_bias)
-{SELFPARAM();
- return new_vel * new_bias + self.velocity * (1-new_bias);
-}
-
-void movelib_move(vector force,float max_velocity,float drag,float theMass,float breakforce)
-{SELFPARAM();
- float deltatime;
- float acceleration;
- float mspeed;
- vector breakvec;
-
- deltatime = time - self.movelib_lastupdate;
- if (deltatime > 0.15) deltatime = 0;
- self.movelib_lastupdate = time;
- if (!deltatime) return;
-
- mspeed = vlen(self.velocity);
-
- if (theMass)
- acceleration = vlen(force) / theMass;
- else
- acceleration = vlen(force);
-
- if (self.flags & FL_ONGROUND)
- {
- if (breakforce)
- {
- breakvec = (normalize(self.velocity) * (breakforce / theMass) * deltatime);
- self.velocity = self.velocity - breakvec;
- }
-
- self.velocity = self.velocity + force * (acceleration * deltatime);
- }
-
- if (drag)
- self.velocity = movelib_dragvec(drag, 1);
-
- if (self.waterlevel > 1)
- {
- self.velocity = self.velocity + force * (acceleration * deltatime);
- self.velocity = self.velocity + '0 0 0.05' * autocvar_sv_gravity * deltatime;
- }
- else
- self.velocity = self.velocity + '0 0 -1' * autocvar_sv_gravity * deltatime;
-
- mspeed = vlen(self.velocity);
-
- if (max_velocity)
- if (mspeed > max_velocity)
- self.velocity = normalize(self.velocity) * (mspeed - 50);//* max_velocity;
-}
-
-/*
-.float mass;
-.float side_friction;
-.float ground_friction;
-.float air_friction;
-.float water_friction;
-.float buoyancy;
-float movelib_deltatime;
-
-void movelib_startupdate()
-{
- movelib_deltatime = time - self.movelib_lastupdate;
-
- if (movelib_deltatime > 0.5)
- movelib_deltatime = 0;
-
- self.movelib_lastupdate = time;
-}
-
-void movelib_update(vector dir,float force)
-{
- vector acceleration;
- float old_speed;
- float ffriction,v_z;
-
- vector breakvec;
- vector old_dir;
- vector ggravity;
- vector old;
-
- if(!movelib_deltatime)
- return;
- v_z = self.velocity_z;
- old_speed = vlen(self.velocity);
- old_dir = normalize(self.velocity);
-
- //ggravity = (autocvar_sv_gravity / self.mass) * '0 0 100';
- acceleration = (force / self.mass) * dir;
- //acceleration -= old_dir * (old_speed / self.mass);
- acceleration -= ggravity;
-
- if(self.waterlevel > 1)
- {
- ffriction = self.water_friction;
- acceleration += self.buoyancy * '0 0 1';
- }
- else
- if(self.flags & FL_ONGROUND)
- ffriction = self.ground_friction;
- else
- ffriction = self.air_friction;
-
- acceleration *= ffriction;
- //self.velocity = self.velocity * (ffriction * movelib_deltatime);
- self.velocity += acceleration * movelib_deltatime;
- self.velocity_z = v_z;
-
-}
-*/
-
-void movelib_beak_simple(float force)
-{SELFPARAM();
- float mspeed;
- vector mdir;
- float vz;
-
- mspeed = max(0,vlen(self.velocity) - force);
- mdir = normalize(self.velocity);
- vz = self.velocity.z;
- self.velocity = mdir * mspeed;
- self.velocity_z = vz;
-}
-
-/**
-Pitches and rolls the entity to match the gound.
-Yed need to set v_up and v_forward (generally by calling makevectors) before calling this.
-**/
-#endif
-
-void movelib_groundalign4point(float spring_length, float spring_up, float blendrate, float _max)
-{SELFPARAM();
- vector a, b, c, d, e, r, push_angle, ahead, side;
-
- push_angle.y = 0;
- r = (self.absmax + self.absmin) * 0.5 + (v_up * spring_up);
- e = v_up * spring_length;
-
- // Put springs slightly inside bbox
- ahead = v_forward * (self.maxs.x * 0.8);
- side = v_right * (self.maxs.y * 0.8);
-
- a = r + ahead + side;
- b = r + ahead - side;
- c = r - ahead + side;
- d = r - ahead - side;
-
- traceline(a, a - e,MOVE_NORMAL,self);
- a.z = (1 - trace_fraction);
- r = trace_endpos;
-
- traceline(b, b - e,MOVE_NORMAL,self);
- b.z = (1 - trace_fraction);
- r += trace_endpos;
-
- traceline(c, c - e,MOVE_NORMAL,self);
- c.z = (1 - trace_fraction);
- r += trace_endpos;
-
- traceline(d, d - e,MOVE_NORMAL,self);
- d.z = (1 - trace_fraction);
- r += trace_endpos;
-
- a.x = r.z;
- r = self.origin;
- r.z = r.z;
-
- push_angle.x = (a.z - c.z) * _max;
- push_angle.x += (b.z - d.z) * _max;
-
- push_angle.z = (b.z - a.z) * _max;
- push_angle.z += (d.z - c.z) * _max;
-
- //self.angles_x += push_angle_x * 0.95;
- //self.angles_z += push_angle_z * 0.95;
-
- self.angles_x = ((1-blendrate) * self.angles.x) + (push_angle.x * blendrate);
- self.angles_z = ((1-blendrate) * self.angles.z) + (push_angle.z * blendrate);
-
- //a = self.origin;
- setorigin(self,r);
-}
-