X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=9debb4def314eb375f3984eb04a637d2a498a18d;hb=6784fd058f3728d62dea24ca6a8b8fa1e0b0e975;hp=b675c56e962ed9d94a5f8fddbdd01c3d619ff073;hpb=5836f4f65fb9b51c0f48b47b936033c7a799f273;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index b675c56e9..9debb4def 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -23,7 +23,7 @@ When you press the jump key */ void PlayerJump (void) { - if(self.freezetag_frozen) + if(self.frozen) return; // no jumping in freezetag when frozen float mjumpheight; @@ -169,10 +169,7 @@ void PlayerJump (void) self.flags &~= FL_ONGROUND; self.flags &~= FL_JUMPRELEASED; - if (self.crouch) - setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE); - else if (self.animstate_startframe != self.anim_melee_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // jump animation shouldn't override melee until we have animation blending (or until the anim finished, 21/20 = numframes/fps) - setanim(self, self.anim_jump, FALSE, TRUE, TRUE); + animdecide_setaction(self, ANIMACTION_JUMP, TRUE); if(g_jump_grunt) PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND); @@ -715,20 +712,6 @@ void SV_PlayerPhysics() else if(g_keepaway) maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed; - if(g_runematch) - { - if(self.runes & RUNE_SPEED) - { - if(self.runes & CURSE_SLOW) - maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed; - else - maxspd_mod *= autocvar_g_balance_rune_speed_highspeed; - } - else if(self.runes & CURSE_SLOW) - { - maxspd_mod *= autocvar_g_balance_curse_slow_highspeed; - } - } maxspd_mod *= autocvar_g_movement_highspeed; // fix physics stats for g_movement_highspeed @@ -872,9 +855,21 @@ void SV_PlayerPhysics() self.disableclientprediction = 0; if(time < self.ladder_time) self.disableclientprediction = 1; + + if(self.frozen) + { + self.movement = '0 0 0'; + self.disableclientprediction = 1; + } MUTATOR_CALLHOOK(PlayerPhysics); + if(self.player_blocked) + { + self.movement = '0 0 0'; + self.disableclientprediction = 1; + } + maxspd_mod = 1; swampspd_mod = 1; @@ -882,20 +877,24 @@ void SV_PlayerPhysics() swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate"); } + // conveyors: first fix velocity + if(self.conveyor.state) + self.velocity -= self.conveyor.movedir; + if(self.classname != "player") { maxspd_mod = autocvar_sv_spectator_speed_multiplier; if(!self.spectatorspeed) self.spectatorspeed = maxspd_mod; - if(self.impulse && self.impulse <= 19) + if(self.impulse && self.impulse <= 19 || self.impulse >= 200 && self.impulse <= 209 || self.impulse >= 220 && self.impulse <= 229) { if(self.lastclassname != "player") { - if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18) + if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || self.impulse >= 200 && self.impulse <= 209) self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5); else if(self.impulse == 11) self.spectatorspeed = maxspd_mod; - else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19) + else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || self.impulse >= 220 && self.impulse <= 229) self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5); else if(self.impulse >= 1 && self.impulse <= 9) self.spectatorspeed = 1 + 0.5 * (self.impulse - 1); @@ -1064,7 +1063,7 @@ void SV_PlayerPhysics() PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0); } } - else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO)) + else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen) { //makevectors(self.v_angle_y * '0 1 0'); makevectors(self.v_angle); @@ -1166,7 +1165,7 @@ void SV_PlayerPhysics() else if (self.flags & FL_ONGROUND) { // we get here if we ran out of ammo - if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32)) + if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01) sprint(self, "You don't have any fuel for the ^2Jetpack\n"); // walking @@ -1211,6 +1210,28 @@ void SV_PlayerPhysics() self.velocity = self.velocity * f; else self.velocity = '0 0 0'; + /* + Mathematical analysis time! + + Our goal is to invert this mess. + + For the two cases we get: + v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction) + = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction + v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction + and + v = v0 * (1 - frametime * autocvar_sv_friction) + v0 = v / (1 - frametime * autocvar_sv_friction) + + These cases would be chosen ONLY if: + v0 < autocvar_sv_stopspeed + v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed + v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction) + and, respectively: + v0 >= autocvar_sv_stopspeed + v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed + v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction) + */ } // acceleration @@ -1227,7 +1248,7 @@ void SV_PlayerPhysics() { float wishspeed0; // we get here if we ran out of ammo - if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32)) + if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01) sprint(self, "You don't have any fuel for the ^2Jetpack\n"); if(maxspd_mod < 1) @@ -1339,6 +1360,10 @@ void SV_PlayerPhysics() if(self.flags & FL_ONGROUND) self.lastground = time; + // conveyors: then break velocity again + if(self.conveyor.state) + self.velocity += self.conveyor.movedir; + self.lastflags = self.flags; self.lastclassname = self.classname; }