X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=edad6d63f845881338547c06bc59d2a4285a0ce7;hb=df2cf141547e4df971d310e2e09bbf1e8d008963;hp=b675c56e962ed9d94a5f8fddbdd01c3d619ff073;hpb=d6868c29436f076daf3e6c68e893d947ace437ff;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index b675c56e9..edad6d63f 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -10,10 +10,6 @@ .float wasFlying; .float spectatorspeed; -.float multijump_count; -.float multijump_ready; -.float prevjumpbutton; - /* ============= PlayerJump @@ -23,13 +19,16 @@ When you press the jump key */ void PlayerJump (void) { - if(self.freezetag_frozen) - return; // no jumping in freezetag when frozen + float doublejump = FALSE; + + player_multijump = doublejump; + if(MUTATOR_CALLHOOK(PlayerJump)) + return; + + doublejump = player_multijump; float mjumpheight; - float doublejump; - doublejump = FALSE; if (autocvar_sv_doublejump) { tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self); @@ -48,66 +47,10 @@ void PlayerJump (void) mjumpheight = autocvar_sv_jumpvelocity; if (self.waterlevel >= WATERLEVEL_SWIMMING) { - if (self.watertype == CONTENT_WATER) - self.velocity_z = 200; - else if (self.watertype == CONTENT_SLIME) - self.velocity_z = 80; - else - self.velocity_z = 50; - + self.velocity_z = self.stat_sv_maxspeed * 0.7; return; } - if (autocvar_g_multijump) - { - if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair - self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again - else - self.multijump_ready = FALSE; - } - - if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed) - { - // doublejump = FALSE; // checked above in the if - if (autocvar_g_multijump) - { - if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity - { - if (self.velocity_z < mjumpheight) - { - doublejump = TRUE; - self.velocity_z = 0; - } - } - else - doublejump = TRUE; - - if(doublejump) - { - if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys - { - float curspeed; - vector wishvel, wishdir; - - curspeed = max( - vlen(vec2(self.velocity)), // current xy speed - vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs - ); - makevectors(self.v_angle_y * '0 1 0'); - wishvel = v_forward * self.movement_x + v_right * self.movement_y; - wishdir = normalize(wishvel); - - self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump - self.velocity_y = wishdir_y * curspeed; - // keep velocity_z unchanged! - } - if (autocvar_g_multijump > 0) - self.multijump_count += 1; - } - } - self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump - } - if (!doublejump) if (!(self.flags & FL_ONGROUND)) return; @@ -116,9 +59,6 @@ void PlayerJump (void) if (!(self.flags & FL_JUMPRELEASED)) return; - if(self.health <= g_bloodloss) - return; - // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline // velocity bounds. Final velocity is bound between (jumpheight * // min + jumpheight) and (jumpheight * max + jumpheight); @@ -166,15 +106,12 @@ void PlayerJump (void) self.velocity_z = self.velocity_z + mjumpheight; self.oldvelocity_z = self.velocity_z; - self.flags &~= FL_ONGROUND; - self.flags &~= FL_JUMPRELEASED; + 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) + if(autocvar_g_jump_grunt) PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND); self.restart_jump = -1; // restart jump anim next time @@ -202,7 +139,7 @@ void CheckWaterJump() { // open at eye level self.flags |= FL_WATERJUMP; self.velocity_z = 225; - self.flags &~= FL_JUMPRELEASED; + self.flags &= ~FL_JUMPRELEASED; self.teleport_time = time + 2; // safety net return; } @@ -210,14 +147,6 @@ void CheckWaterJump() } void CheckPlayerJump() { - if(self.flags & FL_ONGROUND) - { - if (autocvar_g_multijump > 0) - self.multijump_count = 0; - else - self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller - } - if (self.BUTTON_JUMP) PlayerJump (); else @@ -225,7 +154,6 @@ void CheckPlayerJump() if (self.waterlevel == WATERLEVEL_SWIMMING) CheckWaterJump (); - self.prevjumpbutton = self.BUTTON_JUMP; } float racecar_angle(float forward, float down) @@ -361,7 +289,7 @@ void RaceCarPhysics() rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better rigvel_xy = vec2(rigvel); - if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions + if(g_bugrigs_planar_movement_car_jumping) mt = MOVE_NORMAL; else mt = MOVE_NOMONSTERS; @@ -399,7 +327,7 @@ void RaceCarPhysics() else { // now set angles_x so that the car points forward, but is tilted in velocity direction - self.flags &~= FL_ONGROUND; + self.flags &= ~FL_ONGROUND; } self.velocity = (neworigin - self.origin) * (1.0 / frametime); @@ -589,9 +517,9 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce } else vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric); - + vel_xy = vel_straight * wishdir + vel_perpend; - + if(speedclamp >= 0) { float vel_xy_preclamp; @@ -705,30 +633,14 @@ void SV_PlayerPhysics() string c; WarpZone_PlayerPhysics_FixVAngle(); - + maxspd_mod = 1; - if(g_minstagib && (self.items & IT_INVINCIBLE)) - maxspd_mod *= autocvar_g_minstagib_speed_highspeed; if(self.ballcarried) if(g_nexball) maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed; 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 @@ -785,7 +697,7 @@ void SV_PlayerPhysics() else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1))) self.specialcommand_pos = 0; - if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK) + if(sv_maxidle > 0) { if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old) self.parm_idlesince = time; @@ -829,16 +741,16 @@ void SV_PlayerPhysics() self.punchvector = '0 0 0'; } - if (clienttype(self) == CLIENTTYPE_BOT) + if (IS_BOT_CLIENT(self)) { if(playerdemo_read()) return; bot_think(); } - - self.items &~= IT_USING_JETPACK; - if(self.classname == "player") + self.items &= ~IT_USING_JETPACK; + + if(IS_PLAYER(self)) { if(self.race_penalty) if(time > self.race_penalty) @@ -875,6 +787,12 @@ void SV_PlayerPhysics() MUTATOR_CALLHOOK(PlayerPhysics); + if(self.player_blocked) + { + self.movement = '0 0 0'; + self.disableclientprediction = 1; + } + maxspd_mod = 1; swampspd_mod = 1; @@ -882,20 +800,24 @@ void SV_PlayerPhysics() swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate"); } - if(self.classname != "player") + // conveyors: first fix velocity + if(self.conveyor.state) + self.velocity -= self.conveyor.movedir; + + if (!IS_PLAYER(self)) { 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); @@ -931,19 +853,19 @@ void SV_PlayerPhysics() } if(self.flags & FL_ONGROUND) - if(self.classname == "player") // no fall sounds for observers thank you very much + if(IS_PLAYER(self)) // no fall sounds for observers thank you very much if(self.wasFlying) { self.wasFlying = 0; if(self.waterlevel < WATERLEVEL_SWIMMING) if(time >= self.ladder_time) - if not(self.hook) + if (!self.hook) { self.nextstep = time + 0.3 + random() * 0.1; trace_dphitq3surfaceflags = 0; tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self); - if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) + if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) { if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND); @@ -956,7 +878,7 @@ void SV_PlayerPhysics() if(IsFlying(self)) self.wasFlying = 1; - if(self.classname == "player") + if(IS_PLAYER(self)) CheckPlayerJump(); if (self.flags & FL_WATERJUMP ) @@ -965,18 +887,18 @@ void SV_PlayerPhysics() self.velocity_y = self.movedir_y; if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE) { - self.flags &~= FL_WATERJUMP; + self.flags &= ~FL_WATERJUMP; self.teleport_time = 0; } } - else if (g_bugrigs && self.classname == "player") + else if (g_bugrigs && IS_PLAYER(self)) { RaceCarPhysics(); } else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY) { // noclipping or flying - self.flags &~= FL_ONGROUND; + self.flags &= ~FL_ONGROUND; self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction); makevectors(self.v_angle); @@ -993,7 +915,7 @@ void SV_PlayerPhysics() else if (self.waterlevel >= WATERLEVEL_SWIMMING) { // swimming - self.flags &~= FL_ONGROUND; + self.flags &= ~FL_ONGROUND; makevectors(self.v_angle); //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z; @@ -1016,7 +938,7 @@ void SV_PlayerPhysics() else if (time < self.ladder_time) { // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water - self.flags &~= FL_ONGROUND; + self.flags &= ~FL_ONGROUND; float g; g = autocvar_sv_gravity * frametime; @@ -1064,7 +986,7 @@ 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.freezetag_frozen) { //makevectors(self.v_angle_y * '0 1 0'); makevectors(self.v_angle); @@ -1154,9 +1076,9 @@ void SV_PlayerPhysics() if (f > 0 && wishvel != '0 0 0') { self.velocity = self.velocity + wishvel * f * frametime; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f; - self.flags &~= FL_ONGROUND; + self.flags &= ~FL_ONGROUND; self.items |= IT_USING_JETPACK; // jetpack also inhibits health regeneration, but only for 1 second @@ -1166,7 +1088,7 @@ 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 +1133,28 @@ 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 +1171,7 @@ 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) @@ -1299,7 +1243,7 @@ void SV_PlayerPhysics() } } - if((g_cts || g_race) && self.classname != "observer") { + if((g_cts || g_race) && !IS_OBSERVER(self)) { if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) { speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1'); speedaward_holder = self.netname; @@ -1339,6 +1283,10 @@ 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; }