2 #include "triggers/include.qh"
7 #include "../server/miscfunctions.qh"
8 #include "triggers/trigger/viewloc.qh"
10 // client side physics
11 bool Physics_Valid(string thecvar)
13 return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
16 float Physics_ClientOption(entity pl, string option)
18 if(Physics_Valid(pl.cvar_cl_physics))
20 string s = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
21 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
24 if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
26 string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
27 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
30 return cvar(strcat("sv_", option));
33 void Physics_AddStats()
35 // static view offset and hitbox vectors
36 // networked for all you bandwidth pigs out there
37 addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
38 addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
39 addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
40 addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
41 addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
42 addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
44 addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
45 addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
46 addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
47 addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
48 addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
49 addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
50 addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
51 addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
52 addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
53 addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
54 addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
55 addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
57 // g_movementspeed hack
58 addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
59 addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
62 addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
63 addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
64 addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
65 addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
66 addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
67 addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
68 addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
69 addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
70 addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
71 addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
72 addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
73 addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
74 addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
75 addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
76 addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
77 addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
80 void Physics_UpdateStats(float maxspd_mod)
83 self.stat_pl_view_ofs = PL_VIEW_OFS;
84 self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
86 self.stat_pl_min = PL_MIN;
87 self.stat_pl_max = PL_MAX;
88 self.stat_pl_crouch_min = PL_CROUCH_MIN;
89 self.stat_pl_crouch_max = PL_CROUCH_MAX;
92 self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
93 STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(self, "airstrafeaccel_qw"))
94 ? AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod)
96 STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
97 self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
98 STAT(MOVEVARS_HIGHSPEED, this) = PHYS_HIGHSPEED; // TODO: remove this!
100 STAT(DOUBLEJUMP, this) = PHYS_DOUBLEJUMP;
102 STAT(JETPACK_ANTIGRAVITY, this) = PHYS_JETPACK_ANTIGRAVITY;
103 STAT(JETPACK_ACCEL_UP, this) = PHYS_JETPACK_ACCEL_UP;
104 STAT(JETPACK_ACCEL_SIDE, this) = PHYS_JETPACK_ACCEL_SIDE;
105 STAT(JETPACK_MAXSPEED_SIDE, this) = PHYS_JETPACK_MAXSPEED_SIDE;
106 STAT(JETPACK_MAXSPEED_UP, this) = PHYS_JETPACK_MAXSPEED_UP;
107 STAT(JETPACK_FUEL, this) = PHYS_JETPACK_FUEL;
109 STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, this) = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
111 STAT(MOVEVARS_FRICTION_ONLAND, this) = PHYS_FRICTION_ONLAND;
112 STAT(MOVEVARS_FRICTION_SLICK, this) = PHYS_FRICTION_SLICK;
114 STAT(MOVEVARS_JUMPSTEP, this) = PHYS_JUMPSTEP;
116 STAT(GAMEPLAYFIX_STEPDOWN, this) = GAMEPLAYFIX_STEPDOWN;
118 STAT(NOSTEP, this) = PHYS_NOSTEP;
120 STAT(GAMEPLAYFIX_EASIERWATERJUMP, this) = GAMEPLAYFIX_EASIERWATERJUMP;
121 STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, this) = GAMEPLAYFIX_DOWNTRACEONGROUND;
122 STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, this) = GAMEPLAYFIX_STEPMULTIPLETIMES;
123 STAT(GAMEPLAYFIX_UNSTICKPLAYERS, this) = GAMEPLAYFIX_UNSTICKPLAYERS;
127 // fix some new settings
128 STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
129 self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
130 self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
131 self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
132 self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
133 self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
134 self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
135 STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(self, "aircontrol_power");
136 STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(self, "aircontrol_penalty");
137 self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
138 self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
139 self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
140 self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
141 self.stat_sv_friction = Physics_ClientOption(self, "friction");
142 self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
143 self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
144 self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
145 self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
146 self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
148 STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(self, "track_canjump");
150 self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
154 float IsMoveInDirection(vector mv, float ang) // key mix factor
156 if (mv_x == 0 && mv_y == 0)
157 return 0; // avoid division by zero
158 ang -= RAD2DEG * atan2(mv_y, mv_x);
159 ang = remainder(ang, 360) / 45;
160 return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
163 float GeomLerp(float a, float lerp, float b)
165 return a == 0 ? (lerp < 1 ? 0 : b)
166 : b == 0 ? (lerp > 0 ? 0 : a)
167 : a * pow(fabs(b / a), lerp);
170 noref float pmove_waterjumptime;
172 const float unstick_count = 27;
173 vector unstick_offsets[unstick_count] =
175 // 1 no nudge (just return the original if this test passes)
178 ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
179 '-0.125 0.000 0.000', '0.125 0.000 0.000',
180 ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
181 // 4 diagonal flat nudges
182 '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
183 '-0.125 0.125 0.000', '0.125 0.125 0.000',
184 // 8 diagonal upward nudges
185 '-0.125 0.000 0.125', '0.125 0.000 0.125',
186 ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
187 '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
188 '-0.125 0.125 0.125', '0.125 0.125 0.125',
189 // 8 diagonal downward nudges
190 '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
191 ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
192 '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
193 '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
196 void PM_ClientMovement_Unstick()
199 for (i = 0; i < unstick_count; i++)
201 vector neworigin = unstick_offsets[i] + self.origin;
202 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
203 if (!trace_startsolid)
205 setorigin(self, neworigin);
211 void PM_ClientMovement_UpdateStatus(bool ground)
213 // make sure player is not stuck
214 PM_ClientMovement_Unstick();
217 if (PHYS_INPUT_BUTTON_CROUCH(self))
219 // wants to crouch, this always works..
220 if (!IS_DUCKED(self))
225 // wants to stand, if currently crouching we need to check for a
229 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
230 if (!trace_startsolid)
236 vector origin1 = self.origin + '0 0 1';
237 vector origin2 = self.origin - '0 0 1';
241 tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
242 if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
246 // this code actually "predicts" an impact; so let's clip velocity first
247 float f = self.velocity * trace_plane_normal;
248 self.velocity -= f * trace_plane_normal;
251 UNSET_ONGROUND(self);
254 // set watertype/waterlevel
255 origin1 = self.origin;
256 origin1_z += self.mins_z + 1;
257 self.waterlevel = WATERLEVEL_NONE;
259 int thepoint = pointcontents(origin1);
261 self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
265 self.waterlevel = WATERLEVEL_WETFEET;
266 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
267 thepoint = pointcontents(origin1);
268 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
270 self.waterlevel = WATERLEVEL_SWIMMING;
271 origin1_z = self.origin_z + 22;
272 thepoint = pointcontents(origin1);
273 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
274 self.waterlevel = WATERLEVEL_SUBMERGED;
278 if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
279 pmove_waterjumptime = 0;
282 void PM_ClientMovement_Move()
289 vector currentorigin2;
291 vector primalvelocity;
293 vector trace1_endpos = '0 0 0';
294 vector trace2_endpos = '0 0 0';
295 vector trace3_endpos = '0 0 0';
296 float trace1_fraction = 0;
297 float trace2_fraction = 0;
298 float trace3_fraction = 0;
299 vector trace1_plane_normal = '0 0 0';
300 vector trace2_plane_normal = '0 0 0';
301 vector trace3_plane_normal = '0 0 0';
304 PM_ClientMovement_UpdateStatus(false);
305 primalvelocity = self.velocity;
306 for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
308 neworigin = self.origin + t * self.velocity;
309 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
310 trace1_endpos = trace_endpos;
311 trace1_fraction = trace_fraction;
312 trace1_plane_normal = trace_plane_normal;
313 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
315 // may be a step or wall, try stepping up
316 // first move forward at a higher level
317 currentorigin2 = self.origin;
318 currentorigin2_z += PHYS_STEPHEIGHT;
319 neworigin2 = neworigin;
320 neworigin2_z += PHYS_STEPHEIGHT;
321 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
322 trace2_endpos = trace_endpos;
323 trace2_fraction = trace_fraction;
324 trace2_plane_normal = trace_plane_normal;
325 if(!trace_startsolid)
327 // then move down from there
328 currentorigin2 = trace2_endpos;
329 neworigin2 = trace2_endpos;
330 neworigin2_z = self.origin_z;
331 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
332 trace3_endpos = trace_endpos;
333 trace3_fraction = trace_fraction;
334 trace3_plane_normal = trace_plane_normal;
335 // accept the new trace if it made some progress
336 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
338 trace1_endpos = trace2_endpos;
339 trace1_fraction = trace2_fraction;
340 trace1_plane_normal = trace2_plane_normal;
341 trace1_endpos = trace3_endpos;
346 // check if it moved at all
347 if(trace1_fraction >= 0.001)
348 setorigin(self, trace1_endpos);
350 // check if it moved all the way
351 if(trace1_fraction == 1)
354 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
355 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
356 // this got commented out in a change that supposedly makes the code match QW better
357 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
358 if(trace1_plane_normal_z > 0.7)
361 t -= t * trace1_fraction;
363 f = (self.velocity * trace1_plane_normal);
364 self.velocity = self.velocity + -f * trace1_plane_normal;
366 if(pmove_waterjumptime > 0)
367 self.velocity = primalvelocity;
371 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
373 float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
377 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
379 float zspeed = self.velocity_z;
381 float xyspeed = vlen(self.velocity);
382 self.velocity = normalize(self.velocity);
384 float dot = self.velocity * wishdir;
386 if (dot > 0) // we can't change direction while slowing down
388 k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
389 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
390 k *= PHYS_AIRCONTROL;
391 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
394 self.velocity = self.velocity * xyspeed;
395 self.velocity_z = zspeed;
398 float AdjustAirAccelQW(float accelqw, float factor)
400 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
403 // example config for alternate speed clamping:
404 // sv_airaccel_qw 0.8
405 // sv_airaccel_sideways_friction 0
406 // prvm_globalset server speedclamp_mode 1
408 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
410 float speedclamp = stretchfactor > 0 ? stretchfactor
411 : accelqw < 0 ? 1 // full clamping, no stretch
414 accelqw = fabs(accelqw);
416 if (GAMEPLAYFIX_Q2AIRACCELERATE)
417 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
419 float vel_straight = self.velocity * wishdir;
420 float vel_z = self.velocity_z;
421 vector vel_xy = vec2(self.velocity);
422 vector vel_perpend = vel_xy - vel_straight * wishdir;
424 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
426 float vel_xy_current = vlen(vel_xy);
428 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
429 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
430 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
431 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
432 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
434 if (sidefric < 0 && (vel_perpend*vel_perpend))
435 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
437 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
438 float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
440 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
441 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
442 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
443 // obviously, this cannot be
449 vel_perpend *= max(fmin, f);
453 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
455 vel_xy = vel_straight * wishdir + vel_perpend;
459 float vel_xy_preclamp;
460 vel_xy_preclamp = vlen(vel_xy);
461 if (vel_xy_preclamp > 0) // prevent division by zero
463 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
464 if (vel_xy_current < vel_xy_preclamp)
465 vel_xy *= (vel_xy_current / vel_xy_preclamp);
469 self.velocity = vel_xy + vel_z * '0 0 1';
472 void PM_AirAccelerate(vector wishdir, float wishspeed)
477 vector curvel = self.velocity;
479 float curspeed = vlen(curvel);
481 if (wishspeed > curspeed * 1.01)
482 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
485 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
486 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
488 vector wishvel = wishdir * wishspeed;
489 vector acceldir = wishvel - curvel;
490 float addspeed = vlen(acceldir);
491 acceldir = normalize(acceldir);
493 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
495 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
497 vector curdir = normalize(curvel);
498 float dot = acceldir * curdir;
500 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
503 self.velocity += accelspeed * acceldir;
511 When you press the jump key
512 returns true if handled
517 if (PHYS_FROZEN(self))
518 return true; // no jumping in freezetag when frozen
521 if (self.player_blocked)
522 return true; // no jumping while blocked
525 bool doublejump = false;
526 float mjumpheight = PHYS_JUMPVELOCITY;
528 player_multijump = doublejump;
529 player_jumpheight = mjumpheight;
532 if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight)
534 || PM_multijump_checkjump()
538 doublejump = player_multijump;
539 mjumpheight = player_jumpheight;
543 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
544 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
548 // we MUST clip velocity here!
550 f = self.velocity * trace_plane_normal;
552 self.velocity -= f * trace_plane_normal;
556 if (self.waterlevel >= WATERLEVEL_SWIMMING)
558 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
563 if (!IS_ONGROUND(self))
564 return IS_JUMP_HELD(self);
566 bool track_jump = PHYS_CL_TRACK_CANJUMP(self);
567 if(PHYS_TRACK_CANJUMP(self))
571 if (IS_JUMP_HELD(self))
574 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
575 // velocity bounds. Final velocity is bound between (jumpheight *
576 // min + jumpheight) and (jumpheight * max + jumpheight);
578 if(PHYS_JUMPSPEEDCAP_MIN != "")
580 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
582 if (self.velocity_z < minjumpspeed)
583 mjumpheight += minjumpspeed - self.velocity_z;
586 if(PHYS_JUMPSPEEDCAP_MAX != "")
588 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
589 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
591 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
593 float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
595 if (self.velocity_z > maxjumpspeed)
596 mjumpheight -= self.velocity_z - maxjumpspeed;
600 if (!WAS_ONGROUND(self))
603 if(autocvar_speedmeter)
604 LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
606 if(self.lastground < time - 0.3)
608 self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
609 self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
612 if(self.jumppadcount > 1)
613 LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
614 self.jumppadcount = 0;
618 self.velocity_z += mjumpheight;
620 UNSET_ONGROUND(self);
625 self.oldvelocity_z = self.velocity_z;
627 animdecide_setaction(self, ANIMACTION_JUMP, true);
629 if (autocvar_g_jump_grunt)
630 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
635 void CheckWaterJump()
637 // check for a jump-out-of-water
638 makevectors(self.v_angle);
639 vector start = self.origin;
642 normalize(v_forward);
643 vector end = start + v_forward*24;
644 traceline (start, end, true, self);
645 if (trace_fraction < 1)
647 start_z = start_z + self.maxs_z - 8;
648 end = start + v_forward*24;
649 self.movedir = trace_plane_normal * -50;
650 traceline(start, end, true, self);
651 if (trace_fraction == 1)
652 { // open at eye level
653 self.velocity_z = 225;
654 self.flags |= FL_WATERJUMP;
657 self.teleport_time = time + 2; // safety net
659 pmove_waterjumptime = time + 2;
667 #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
669 float autocvar_cl_jetpack_jump;
670 #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
672 .float jetpack_stopped;
673 // Hack: shouldn't need to know about this
674 .float multijump_count;
675 void CheckPlayerJump()
678 float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
680 if (JETPACK_JUMP(self) < 2)
681 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
683 if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
685 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
686 float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
687 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
689 if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
690 else if (self.jetpack_stopped) { }
694 if (was_flying) // TODO: ran out of fuel message
695 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
697 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
699 self.jetpack_stopped = true;
700 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
702 else if (activate && !PHYS_FROZEN(self))
703 ITEMS_STAT(self) |= IT_USING_JETPACK;
707 self.jetpack_stopped = false;
708 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
710 if (!PHYS_INPUT_BUTTON_JUMP(self))
711 UNSET_JUMP_HELD(self);
713 if (self.waterlevel == WATERLEVEL_SWIMMING)
717 float racecar_angle(float forward, float down)
725 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
727 float angle_mult = forward / (800 + forward);
730 return ret * angle_mult + 360 * (1 - angle_mult);
732 return ret * angle_mult;
735 void RaceCarPhysics()
738 // using this move type for "big rigs"
739 // the engine does not push the entity!
743 vector angles_save = self.angles;
744 float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
745 float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
747 if (g_bugrigs_reverse_speeding)
751 // back accel is DIGITAL
752 // to prevent speedhack
762 makevectors(self.angles); // new forward direction!
764 if (IS_ONGROUND(self) || g_bugrigs_air_steering)
766 float myspeed = self.velocity * v_forward;
767 float upspeed = self.velocity * v_up;
769 // responsiveness factor for steering and acceleration
770 float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
771 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
774 if (myspeed < 0 && g_bugrigs_reverse_spinning)
775 steerfactor = -myspeed * g_bugrigs_steer;
777 steerfactor = -myspeed * f * g_bugrigs_steer;
780 if (myspeed < 0 && g_bugrigs_reverse_speeding)
781 accelfactor = g_bugrigs_accel;
783 accelfactor = f * g_bugrigs_accel;
784 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
790 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
794 if (!g_bugrigs_reverse_speeding)
795 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
802 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
806 if (g_bugrigs_reverse_stopping)
809 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
812 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
813 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
815 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
816 makevectors(self.angles); // new forward direction!
818 myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
820 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
824 float myspeed = vlen(self.velocity);
826 // responsiveness factor for steering and acceleration
827 float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
828 float steerfactor = -myspeed * f;
829 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
831 rigvel = self.velocity;
832 makevectors(self.angles); // new forward direction!
835 rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
836 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
837 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
838 //MAXIMA: solve(total_acceleration(v) = 0, v);
840 if (g_bugrigs_planar_movement)
842 vector rigvel_xy, neworigin, up;
845 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
846 rigvel_xy = vec2(rigvel);
848 if (g_bugrigs_planar_movement_car_jumping)
851 mt = MOVE_NOMONSTERS;
853 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
854 up = trace_endpos - self.origin;
856 // BUG RIGS: align the move to the surface instead of doing collision testing
858 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
861 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
863 if (trace_fraction < 0.5)
866 neworigin = self.origin;
869 neworigin = trace_endpos;
871 if (trace_fraction < 1)
873 // now set angles_x so that the car points parallel to the surface
874 self.angles = vectoangles(
875 '1 0 0' * v_forward_x * trace_plane_normal_z
877 '0 1 0' * v_forward_y * trace_plane_normal_z
879 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
885 // now set angles_x so that the car points forward, but is tilted in velocity direction
886 UNSET_ONGROUND(self);
889 self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
890 self.movetype = MOVETYPE_NOCLIP;
894 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
895 self.velocity = rigvel;
896 self.movetype = MOVETYPE_FLY;
900 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
901 if (trace_fraction != 1)
903 self.angles = vectoangles2(
904 '1 0 0' * v_forward_x * trace_plane_normal_z
906 '0 1 0' * v_forward_y * trace_plane_normal_z
908 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
916 vel_local_x = v_forward * self.velocity;
917 vel_local_y = v_right * self.velocity;
918 vel_local_z = v_up * self.velocity;
920 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
921 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
925 vector vf1, vu1, smoothangles;
926 makevectors(self.angles);
927 float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
932 makevectors(angles_save);
933 vf1 = vf1 + v_forward * (1 - f);
934 vu1 = vu1 + v_up * (1 - f);
935 smoothangles = vectoangles2(vf1, vu1);
936 self.angles_x = -smoothangles_x;
937 self.angles_z = smoothangles_z;
941 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
942 .float specialcommand_pos;
943 void SpecialCommand()
949 if (!CheatImpulse(99))
950 LOG_INFO("A hollow voice says \"Plugh\".\n");
955 float PM_check_specialcommand(float buttons)
961 else if (buttons == 1)
963 else if (buttons == 2)
965 else if (buttons == 128)
967 else if (buttons == 256)
969 else if (buttons == 512)
971 else if (buttons == 1024)
976 if (c == substring(specialcommand, self.specialcommand_pos, 1))
978 self.specialcommand_pos += 1;
979 if (self.specialcommand_pos >= strlen(specialcommand))
981 self.specialcommand_pos = 0;
986 else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
987 self.specialcommand_pos = 0;
992 void PM_check_nickspam()
995 if (time >= self.nickspamtime)
997 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
999 // slight annoyance for nick change scripts
1000 self.movement = -1 * self.movement;
1001 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
1003 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
1005 self.v_angle_x = random() * 360;
1006 self.v_angle_y = random() * 360;
1007 // at least I'm not forcing retardedview by also assigning to angles_z
1008 self.fixangle = true;
1014 void PM_check_punch()
1017 if (self.punchangle != '0 0 0')
1019 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
1021 self.punchangle = normalize(self.punchangle) * f;
1023 self.punchangle = '0 0 0';
1026 if (self.punchvector != '0 0 0')
1028 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
1030 self.punchvector = normalize(self.punchvector) * f;
1032 self.punchvector = '0 0 0';
1037 void PM_check_spider()
1040 if (time >= self.spider_slowness)
1042 PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
1043 PHYS_MAXAIRSPEED(self) *= 0.5;
1044 PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
1045 PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
1049 // predict frozen movement, as frozen players CAN move in some cases
1050 void PM_check_frozen()
1052 if (!PHYS_FROZEN(self))
1054 if (PHYS_DODGING_FROZEN
1056 && IS_REAL_CLIENT(self)
1060 self.movement_x = bound(-5, self.movement.x, 5);
1061 self.movement_y = bound(-5, self.movement.y, 5);
1062 self.movement_z = bound(-5, self.movement.z, 5);
1065 self.movement = '0 0 0';
1067 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1068 if (pointcontents(midpoint) == CONTENT_WATER)
1070 self.velocity = self.velocity * 0.5;
1072 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
1073 self.velocity_z = 200;
1077 void PM_check_hitground()
1080 if (IS_ONGROUND(self))
1081 if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
1085 if (self.waterlevel < WATERLEVEL_SWIMMING)
1086 if (time >= self.ladder_time)
1089 self.nextstep = time + 0.3 + random() * 0.1;
1090 trace_dphitq3surfaceflags = 0;
1091 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1092 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1094 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1095 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1097 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1104 void PM_check_blocked()
1107 if (!self.player_blocked)
1109 self.movement = '0 0 0';
1110 self.disableclientprediction = 1;
1114 void PM_check_vortex()
1118 float xyspeed = vlen(vec2(self.velocity));
1119 if (self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1121 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1122 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1123 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1124 // add the extra charge
1125 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
1130 void PM_fly(float maxspd_mod)
1132 // noclipping or flying
1133 UNSET_ONGROUND(self);
1135 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1136 makevectors(self.v_angle);
1137 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1138 vector wishvel = v_forward * self.movement.x
1139 + v_right * self.movement.y
1140 + '0 0 1' * self.movement.z;
1142 vector wishdir = normalize(wishvel);
1143 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1145 if (time >= self.teleport_time)
1147 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1148 PM_ClientMovement_Move();
1151 void PM_swim(float maxspd_mod)
1154 UNSET_ONGROUND(self);
1156 float jump = PHYS_INPUT_BUTTON_JUMP(self);
1157 // water jump only in certain situations
1158 // this mimics quakeworld code
1159 if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1161 vector yawangles = '0 1 0' * self.v_angle.y;
1162 makevectors(yawangles);
1163 vector forward = v_forward;
1164 vector spot = self.origin + 24 * forward;
1166 traceline(spot, spot, MOVE_NOMONSTERS, self);
1167 if (trace_startsolid)
1170 traceline(spot, spot, MOVE_NOMONSTERS, self);
1171 if (!trace_startsolid)
1173 self.velocity = forward * 50;
1174 self.velocity_z = 310;
1175 pmove_waterjumptime = 2;
1176 UNSET_ONGROUND(self);
1177 SET_JUMP_HELD(self);
1181 makevectors(self.v_angle);
1182 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1183 vector wishvel = v_forward * self.movement.x
1184 + v_right * self.movement.y
1185 + '0 0 1' * self.movement.z;
1186 if (wishvel == '0 0 0')
1187 wishvel = '0 0 -60'; // drift towards bottom
1189 vector wishdir = normalize(wishvel);
1190 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1192 if (IS_DUCKED(self))
1195 // if (pmove_waterjumptime <= 0) // TODO: use
1198 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1199 f = min(max(0, f), 1);
1202 f = wishspeed - self.velocity * wishdir;
1205 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1206 self.velocity += accelspeed * wishdir;
1209 // holding jump button swims upward slowly
1213 if (self.watertype & CONTENT_LAVA)
1214 self.velocity_z = 50;
1215 else if (self.watertype & CONTENT_SLIME)
1216 self.velocity_z = 80;
1219 if (IS_NEXUIZ_DERIVED(gamemode))
1221 self.velocity_z = 200;
1224 self.velocity_z = 100;
1229 // water acceleration
1230 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1231 PM_ClientMovement_Move();
1234 void PM_ladder(float maxspd_mod)
1236 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1237 UNSET_ONGROUND(self);
1240 g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1241 if (PHYS_ENTGRAVITY(self))
1242 g *= PHYS_ENTGRAVITY(self);
1243 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1246 self.velocity_z += g;
1249 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1250 makevectors(self.v_angle);
1251 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1252 vector wishvel = v_forward * self.movement_x
1253 + v_right * self.movement_y
1254 + '0 0 1' * self.movement_z;
1255 self.velocity_z += g;
1256 if (self.ladder_entity.classname == "func_water")
1258 float f = vlen(wishvel);
1259 if (f > self.ladder_entity.speed)
1260 wishvel *= (self.ladder_entity.speed / f);
1262 self.watertype = self.ladder_entity.skin;
1263 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1264 if ((self.origin_z + self.view_ofs_z) < f)
1265 self.waterlevel = WATERLEVEL_SUBMERGED;
1266 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1267 self.waterlevel = WATERLEVEL_SWIMMING;
1268 else if ((self.origin_z + self.mins_z + 1) < f)
1269 self.waterlevel = WATERLEVEL_WETFEET;
1272 self.waterlevel = WATERLEVEL_NONE;
1273 self.watertype = CONTENT_EMPTY;
1277 vector wishdir = normalize(wishvel);
1278 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1280 if (time >= self.teleport_time)
1282 // water acceleration
1283 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1284 PM_ClientMovement_Move();
1287 void PM_jetpack(float maxspd_mod)
1289 //makevectors(self.v_angle.y * '0 1 0');
1290 makevectors(self.v_angle);
1291 vector wishvel = v_forward * self.movement_x
1292 + v_right * self.movement_y;
1293 // add remaining speed as Z component
1294 float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
1295 // fix speedhacks :P
1296 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1297 // add the unused velocity as up component
1300 // if (self.BUTTON_JUMP)
1301 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1303 // it is now normalized, so...
1304 float a_side = PHYS_JETPACK_ACCEL_SIDE;
1305 float a_up = PHYS_JETPACK_ACCEL_UP;
1306 float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1308 wishvel_x *= a_side;
1309 wishvel_y *= a_side;
1314 //////////////////////////////////////////////////////////////////////////////////////
1315 // finding the maximum over all vectors of above form
1316 // with wishvel having an absolute value of 1
1317 //////////////////////////////////////////////////////////////////////////////////////
1318 // we're finding the maximum over
1319 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1320 // for z in the range from -1 to 1
1321 //////////////////////////////////////////////////////////////////////////////////////
1322 // maximum is EITHER attained at the single extreme point:
1323 float a_diff = a_side * a_side - a_up * a_up;
1327 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1328 if (f > -1 && f < 1) // can it be attained?
1330 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1331 //print("middle\n");
1334 // OR attained at z = 1:
1335 f = (a_up + a_add) * (a_up + a_add);
1341 // OR attained at z = -1:
1342 f = (a_up - a_add) * (a_up - a_add);
1346 //print("bottom\n");
1349 //////////////////////////////////////////////////////////////////////////////////////
1351 //print("best possible acceleration: ", ftos(best), "\n");
1354 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1355 if (wishvel_z - PHYS_GRAVITY > 0)
1356 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1358 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1361 fvel = vlen(wishvel);
1364 wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1366 fvel = min(1, vlen(wishvel) / best);
1367 if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1368 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1372 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1374 if (f > 0 && wishvel != '0 0 0')
1376 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1377 UNSET_ONGROUND(self);
1380 if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1381 self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1383 ITEMS_STAT(self) |= IT_USING_JETPACK;
1385 // jetpack also inhibits health regeneration, but only for 1 second
1386 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1391 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1392 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1393 self.velocity_z -= g * 0.5;
1395 self.velocity_z -= g;
1396 PM_ClientMovement_Move();
1397 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1398 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1399 self.velocity_z -= g * 0.5;
1403 void PM_walk(float buttons_prev, float maxspd_mod)
1405 if (!WAS_ONGROUND(self))
1408 if (autocvar_speedmeter)
1409 LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1411 if (self.lastground < time - 0.3)
1412 self.velocity *= (1 - PHYS_FRICTION_ONLAND);
1414 if (self.jumppadcount > 1)
1415 LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1416 self.jumppadcount = 0;
1421 makevectors(self.v_angle.y * '0 1 0');
1422 vector wishvel = v_forward * self.movement.x
1423 + v_right * self.movement.y;
1425 vector wishdir = normalize(wishvel);
1426 float wishspeed = vlen(wishvel);
1428 wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1429 if (IS_DUCKED(self))
1432 // apply edge friction
1433 float f = vlen(vec2(self.velocity));
1437 trace_dphitq3surfaceflags = 0;
1438 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1439 // TODO: apply edge friction
1440 // apply ground friction
1441 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1442 realfriction = PHYS_FRICTION_SLICK;
1444 realfriction = PHYS_FRICTION;
1446 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1450 Mathematical analysis time!
1452 Our goal is to invert this mess.
1454 For the two cases we get:
1455 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1456 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1457 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1459 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1460 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1462 These cases would be chosen ONLY if:
1464 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1465 v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1467 v0 >= PHYS_STOPSPEED
1468 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1469 v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1472 float addspeed = wishspeed - self.velocity * wishdir;
1475 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1476 self.velocity += accelspeed * wishdir;
1478 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1479 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1480 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1481 if (self.velocity * self.velocity)
1482 PM_ClientMovement_Move();
1483 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1484 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1485 self.velocity_z -= g * 0.5;
1488 void PM_air(float buttons_prev, float maxspd_mod)
1490 makevectors(self.v_angle.y * '0 1 0');
1491 vector wishvel = v_forward * self.movement.x
1492 + v_right * self.movement.y;
1494 vector wishdir = normalize(wishvel);
1495 float wishspeed = vlen(wishvel);
1498 if (time >= self.teleport_time)
1500 if (pmove_waterjumptime <= 0)
1503 float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
1505 // apply air speed limit
1506 float airaccelqw = PHYS_AIRACCEL_QW(self);
1507 float wishspeed0 = wishspeed;
1508 wishspeed = min(wishspeed, maxairspd);
1509 if (IS_DUCKED(self))
1511 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1513 float accelerating = (self.velocity * wishdir > 0);
1514 float wishspeed2 = wishspeed;
1517 if (PHYS_AIRSTOPACCELERATE)
1519 vector curdir = normalize(vec2(self.velocity));
1520 airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1522 // note that for straight forward jumping:
1523 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1524 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1526 // dv/dt = accel * maxspeed (when slow)
1527 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1528 // log dv/dt = logaccel + logmaxspeed (when slow)
1529 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1530 float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1531 if (PHYS_MAXAIRSTRAFESPEED)
1532 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1533 if (PHYS_AIRSTRAFEACCELERATE(self))
1534 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
1535 if (PHYS_AIRSTRAFEACCEL_QW(self))
1537 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1539 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1542 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
1543 PM_AirAccelerate(wishdir, wishspeed2);
1545 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1547 if (PHYS_AIRCONTROL)
1548 CPM_PM_Aircontrol(wishdir, wishspeed2);
1550 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1551 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1552 self.velocity_z -= g * 0.5;
1554 self.velocity_z -= g;
1555 PM_ClientMovement_Move();
1556 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1557 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1558 self.velocity_z -= g * 0.5;
1561 // used for calculating airshots
1562 bool IsFlying(entity a)
1566 if(a.waterlevel >= WATERLEVEL_SWIMMING)
1568 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
1569 if(trace_fraction < 1)
1576 int buttons = PHYS_INPUT_BUTTON_MASK(self);
1578 self.items = getstati(STAT_ITEMS, 0, 24);
1580 self.movement = PHYS_INPUT_MOVEVALUES(self);
1582 vector oldv_angle = self.v_angle;
1583 vector oldangles = self.angles; // we need to save these, as they're abused by other code
1584 self.v_angle = PHYS_INPUT_ANGLES(self);
1585 self.angles = PHYS_WORLD_ANGLES(self);
1587 self.team = myteam + 1; // is this correct?
1588 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1589 UNSET_JUMP_HELD(self); // canjump = true
1590 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1592 PM_ClientMovement_UpdateStatus(true);
1597 WarpZone_PlayerPhysics_FixVAngle();
1599 float maxspeed_mod = 1;
1600 maxspeed_mod *= PHYS_HIGHSPEED;
1603 Physics_UpdateStats(maxspeed_mod);
1605 if (self.PlayerPhysplug)
1606 if (self.PlayerPhysplug())
1611 anticheat_physics();
1614 if (PM_check_specialcommand(buttons))
1619 if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
1620 self.parm_idlesince = time;
1623 int buttons_prev = self.buttons_old;
1624 self.buttons_old = buttons;
1625 self.movement_old = self.movement;
1626 self.v_angle_old = self.v_angle;
1628 PM_check_nickspam();
1632 if (IS_BOT_CLIENT(self))
1634 if (playerdemo_read())
1639 if (IS_PLAYER(self))
1642 bool not_allowed_to_move = false;
1644 if (time < game_starttime)
1645 not_allowed_to_move = true;
1648 if (not_allowed_to_move)
1650 self.velocity = '0 0 0';
1651 self.movetype = MOVETYPE_NONE;
1653 self.disableclientprediction = 2;
1657 else if (self.disableclientprediction == 2)
1659 if (self.movetype == MOVETYPE_NONE)
1660 self.movetype = MOVETYPE_WALK;
1661 self.disableclientprediction = 0;
1667 if (self.movetype == MOVETYPE_NONE)
1670 // when we get here, disableclientprediction cannot be 2
1671 self.disableclientprediction = 0;
1674 viewloc_PlayerPhysics();
1685 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1687 // conveyors: first fix velocity
1688 if (self.conveyor.state)
1689 self.velocity -= self.conveyor.movedir;
1692 MUTATOR_CALLHOOK(PlayerPhysics);
1698 // float forcedodge = 1;
1701 // PM_dodging_checkpressedkeys();
1704 // PM_ClientMovement_Move();
1709 if (!IS_PLAYER(self))
1711 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1712 if (!self.spectatorspeed)
1713 self.spectatorspeed = maxspeed_mod;
1714 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1716 if (self.lastclassname != "player")
1718 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1719 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1720 else if (self.impulse == 11)
1721 self.spectatorspeed = maxspeed_mod;
1722 else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1723 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1724 else if (self.impulse >= 1 && self.impulse <= 9)
1725 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1726 } // otherwise just clear
1729 maxspeed_mod = self.spectatorspeed;
1732 float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
1733 if(self.speed != spd)
1736 string temps = ftos(spd);
1737 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
1738 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
1739 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
1740 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
1743 if(self.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
1745 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
1746 stuffcmd(self, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
1748 if(self.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
1750 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
1751 stuffcmd(self, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
1757 // handle water here
1758 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1759 if(pointcontents(midpoint) == CONTENT_WATER)
1761 self.velocity = self.velocity * 0.5;
1764 //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1765 //{ self.velocity_z = 70; }
1771 if (!self.fixangle && !g_bugrigs)
1772 self.angles = '0 1 0' * self.v_angle.y;
1775 PM_check_hitground();
1780 if (IS_PLAYER(self))
1783 if (self.flags & FL_WATERJUMP)
1785 self.velocity_x = self.movedir_x;
1786 self.velocity_y = self.movedir_y;
1787 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1789 self.flags &= ~FL_WATERJUMP;
1790 self.teleport_time = 0;
1795 else if (g_bugrigs && IS_PLAYER(self))
1799 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS_STAT(self) & BUFF_FLIGHT.m_itemid))
1800 PM_fly(maxspeed_mod);
1802 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1803 PM_swim(maxspeed_mod);
1805 else if (time < self.ladder_time)
1806 PM_ladder(maxspeed_mod);
1808 else if (ITEMS_STAT(self) & IT_USING_JETPACK)
1809 PM_jetpack(maxspeed_mod);
1811 else if (IS_ONGROUND(self))
1812 PM_walk(buttons_prev, maxspeed_mod);
1815 PM_air(buttons_prev, maxspeed_mod);
1820 if (IS_ONGROUND(self))
1821 self.lastground = time;
1823 // conveyors: then break velocity again
1824 if(self.conveyor.state)
1825 self.velocity += self.conveyor.movedir;
1827 self.lastflags = self.flags;
1829 self.lastclassname = self.classname;
1832 self.v_angle = oldv_angle;
1833 self.angles = oldangles;
1838 void SV_PlayerPhysics()
1840 void CSQC_ClientMovement_PlayerMove_Frame()
1847 ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
1848 (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
1849 ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);