4 #include "../dpdefs/progsdefs.qc"
5 #include "../dpdefs/dpextensions.qc"
7 #include "../warpzonelib/mathlib.qh"
8 #include "../warpzonelib/server.qh"
9 #include "../common/constants.qh"
10 #include "../common/util.qh"
11 #include "../common/animdecide.qh"
12 #include "../common/monsters/sv_monsters.qh"
13 #include "../common/weapons/weapons.qh"
15 #include "autocvars.qh"
17 #include "../common/notifications.qh"
18 #include "mutators/mutators_include.qh"
19 #include "../common/mapinfo.qh"
20 #include "../csqcmodellib/sv_model.qh"
21 #include "anticheat.qh"
25 #include "playerdemo.qh"
32 .entity ladder_entity;
34 .float swamp_slowdown;
38 .float spectatorspeed;
44 When you press the jump key
45 returns true if handled
48 float PlayerJump (void)
51 return true; // no jumping in freezetag when frozen
53 if(self.player_blocked)
54 return true; // no jumping while blocked
56 float doublejump = false;
57 float mjumpheight = autocvar_sv_jumpvelocity;
59 player_multijump = doublejump;
60 player_jumpheight = mjumpheight;
61 if(MUTATOR_CALLHOOK(PlayerJump))
64 doublejump = player_multijump;
65 mjumpheight = player_jumpheight;
67 if (autocvar_sv_doublejump)
69 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
70 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
74 // we MUST clip velocity here!
76 f = self.velocity * trace_plane_normal;
78 self.velocity -= f * trace_plane_normal;
82 if (self.waterlevel >= WATERLEVEL_SWIMMING)
84 self.velocity_z = self.stat_sv_maxspeed * 0.7;
89 if (!(self.flags & FL_ONGROUND))
90 return !(self.flags & FL_JUMPRELEASED);
92 if(self.cvar_cl_movement_track_canjump)
93 if (!(self.flags & FL_JUMPRELEASED))
96 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
97 // velocity bounds. Final velocity is bound between (jumpheight *
98 // min + jumpheight) and (jumpheight * max + jumpheight);
100 if(autocvar_sv_jumpspeedcap_min != "")
104 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
106 if (self.velocity.z < minjumpspeed)
107 mjumpheight += minjumpspeed - self.velocity.z;
110 if(autocvar_sv_jumpspeedcap_max != "")
112 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
113 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
115 if(!(trace_fraction < 1 && trace_plane_normal.z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
119 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
121 if (self.velocity.z > maxjumpspeed)
122 mjumpheight -= self.velocity.z - maxjumpspeed;
126 if(!(self.lastflags & FL_ONGROUND))
128 if(autocvar_speedmeter)
129 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
130 if(self.lastground < time - 0.3)
132 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
133 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
135 if(self.jumppadcount > 1)
136 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
137 self.jumppadcount = 0;
140 self.velocity_z = self.velocity.z + mjumpheight;
141 self.oldvelocity_z = self.velocity.z;
143 self.flags &= ~FL_ONGROUND;
144 self.flags &= ~FL_JUMPRELEASED;
146 animdecide_setaction(self, ANIMACTION_JUMP, true);
148 if(autocvar_g_jump_grunt)
149 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
151 self.restart_jump = -1; // restart jump anim next time
152 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
155 void CheckWaterJump()
159 // check for a jump-out-of-water
160 makevectors (self.angles);
162 start_z = start.z + 8;
164 normalize(v_forward);
165 end = start + v_forward*24;
166 traceline (start, end, true, self);
167 if (trace_fraction < 1)
169 start_z = start.z + self.maxs.z - 8;
170 end = start + v_forward*24;
171 self.movedir = trace_plane_normal * -50;
172 traceline (start, end, true, self);
173 if (trace_fraction == 1)
174 { // open at eye level
175 self.flags |= FL_WATERJUMP;
176 self.velocity_z = 225;
177 self.flags &= ~FL_JUMPRELEASED;
178 self.teleport_time = time + 2; // safety net
184 .float jetpack_stopped;
185 // Hack: shouldn't need to know about this
186 .float multijump_count;
187 void CheckPlayerJump()
189 float was_flying = self.items & IT_USING_JETPACK;
191 if (self.cvar_cl_jetpack_jump < 2)
192 self.items &= ~IT_USING_JETPACK;
194 if (self.BUTTON_JUMP || self.BUTTON_JETPACK)
196 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
197 float activate = self.cvar_cl_jetpack_jump && air_jump && self.BUTTON_JUMP || self.BUTTON_JETPACK;
198 float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || self.items & IT_UNLIMITED_WEAPON_AMMO;
199 if (!(self.items & IT_JETPACK)) { }
200 else if (self.jetpack_stopped) { }
203 if (was_flying) // TODO: ran out of fuel message
204 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
206 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
207 self.jetpack_stopped = true;
208 self.items &= ~IT_USING_JETPACK;
210 else if (activate && !self.frozen)
211 self.items |= IT_USING_JETPACK;
215 self.jetpack_stopped = false;
216 self.items &= ~IT_USING_JETPACK;
218 if (!self.BUTTON_JUMP)
219 self.flags |= FL_JUMPRELEASED;
221 if (self.waterlevel == WATERLEVEL_SWIMMING)
225 float racecar_angle(float forward, float down)
227 float ret, angle_mult;
235 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
237 angle_mult = forward / (800 + forward);
240 return ret * angle_mult + 360 * (1 - angle_mult);
242 return ret * angle_mult;
245 void RaceCarPhysics()
247 // using this move type for "big rigs"
248 // the engine does not push the entity!
250 float accel, steer, f, myspeed, steerfactor;
251 vector angles_save, rigvel;
253 angles_save = self.angles;
254 accel = bound(-1, self.movement.x / self.stat_sv_maxspeed, 1);
255 steer = bound(-1, self.movement.y / self.stat_sv_maxspeed, 1);
257 if(g_bugrigs_reverse_speeding)
261 // back accel is DIGITAL
262 // to prevent speedhack
272 makevectors(self.angles); // new forward direction!
274 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
276 float upspeed, accelfactor;
278 myspeed = self.velocity * v_forward;
279 upspeed = self.velocity * v_up;
281 // responsiveness factor for steering and acceleration
282 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
283 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
285 if(myspeed < 0 && g_bugrigs_reverse_spinning)
286 steerfactor = -myspeed * g_bugrigs_steer;
288 steerfactor = -myspeed * f * g_bugrigs_steer;
290 if(myspeed < 0 && g_bugrigs_reverse_speeding)
291 accelfactor = g_bugrigs_accel;
293 accelfactor = f * g_bugrigs_accel;
294 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
300 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
304 if(!g_bugrigs_reverse_speeding)
305 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
312 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
316 if(g_bugrigs_reverse_stopping)
319 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
322 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
323 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
325 self.angles_y += steer * frametime * steerfactor; // apply steering
326 makevectors(self.angles); // new forward direction!
328 myspeed += accel * accelfactor * frametime;
330 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
334 myspeed = vlen(self.velocity);
336 // responsiveness factor for steering and acceleration
337 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
338 steerfactor = -myspeed * f;
339 self.angles_y += steer * frametime * steerfactor; // apply steering
341 rigvel = self.velocity;
342 makevectors(self.angles); // new forward direction!
345 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
346 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
347 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
348 //MAXIMA: solve(total_acceleration(v) = 0, v);
350 if(g_bugrigs_planar_movement)
352 vector rigvel_xy, neworigin, up;
355 rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
356 rigvel_xy = vec2(rigvel);
358 if(g_bugrigs_planar_movement_car_jumping)
361 mt = MOVE_NOMONSTERS;
363 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
364 up = trace_endpos - self.origin;
366 // BUG RIGS: align the move to the surface instead of doing collision testing
368 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
371 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel.z * frametime, mt, self);
373 if(trace_fraction < 0.5)
376 neworigin = self.origin;
379 neworigin = trace_endpos;
381 if(trace_fraction < 1)
383 // now set angles_x so that the car points parallel to the surface
384 self.angles = vectoangles(
385 '1 0 0' * v_forward.x * trace_plane_normal.z
387 '0 1 0' * v_forward.y * trace_plane_normal.z
389 '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y)
391 self.flags |= FL_ONGROUND;
395 // now set angles_x so that the car points forward, but is tilted in velocity direction
396 self.flags &= ~FL_ONGROUND;
399 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
400 self.movetype = MOVETYPE_NOCLIP;
404 rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
405 self.velocity = rigvel;
406 self.movetype = MOVETYPE_FLY;
410 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
411 if(trace_fraction != 1)
413 self.angles = vectoangles2(
414 '1 0 0' * v_forward.x * trace_plane_normal.z
416 '0 1 0' * v_forward.y * trace_plane_normal.z
418 '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y),
426 vel_local_x = v_forward * self.velocity;
427 vel_local_y = v_right * self.velocity;
428 vel_local_z = v_up * self.velocity;
430 self.angles_x = racecar_angle(vel_local.x, vel_local.z);
431 self.angles_z = racecar_angle(-vel_local.y, vel_local.z);
435 vector vf1, vu1, smoothangles;
436 makevectors(self.angles);
437 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
442 makevectors(angles_save);
443 vf1 = vf1 + v_forward * (1 - f);
444 vu1 = vu1 + v_up * (1 - f);
445 smoothangles = vectoangles2(vf1, vu1);
446 self.angles_x = -smoothangles.x;
447 self.angles_z = smoothangles.z;
450 float IsMoveInDirection(vector mv, float angle) // key mix factor
452 if(mv_x == 0 && mv_y == 0)
453 return 0; // avoid division by zero
454 angle -= RAD2DEG * atan2(mv.y, mv.x);
455 angle = remainder(angle, 360) / 45;
460 return 1 - fabs(angle);
463 float GeomLerp(float a, float lerp, float b)
479 return a * pow(fabs(b / a), lerp);
482 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
484 float zspeed, xyspeed, dot, k;
487 // this doesn't play well with analog input
488 if(self.movement_x == 0 || self.movement.y != 0)
489 return; // can't control movement if not moving forward or backward
492 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
497 k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
499 zspeed = self.velocity.z;
501 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
503 dot = self.velocity * wishdir;
505 if(dot > 0) // we can't change direction while slowing down
507 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
508 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
509 k *= autocvar_sv_aircontrol;
510 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
513 self.velocity = self.velocity * xyspeed;
514 self.velocity_z = zspeed;
517 float AdjustAirAccelQW(float accelqw, float factor)
519 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
522 // example config for alternate speed clamping:
523 // sv_airaccel_qw 0.8
524 // sv_airaccel_sideways_friction 0
525 // prvm_globalset server speedclamp_mode 1
527 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
535 float vel_xy_current;
536 float vel_xy_backward, vel_xy_forward;
539 if(stretchfactor > 0)
540 speedclamp = stretchfactor;
542 speedclamp = 1; // full clamping, no stretch
544 speedclamp = -1; // no clamping
549 if(autocvar_sv_gameplayfix_q2airaccelerate)
550 wishspeed0 = wishspeed;
552 vel_straight = self.velocity * wishdir;
553 velZ = self.velocity.z;
554 vel_xy = vec2(self.velocity);
555 vel_perpend = vel_xy - vel_straight * wishdir;
557 step = accel * frametime * wishspeed0;
559 vel_xy_current = vlen(vel_xy);
561 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
562 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
563 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
564 if(vel_xy_backward < 0)
565 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
567 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
569 if(sidefric < 0 && (vel_perpend*vel_perpend))
570 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
573 f = max(0, 1 + frametime * wishspeed * sidefric);
574 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
575 // this cannot be > 1
577 vel_perpend = vel_perpend * max(0, f);
580 fminimum = sqrt(fminimum);
581 vel_perpend = vel_perpend * max(fminimum, f);
585 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
587 vel_xy = vel_straight * wishdir + vel_perpend;
591 float vel_xy_preclamp;
592 vel_xy_preclamp = vlen(vel_xy);
593 if(vel_xy_preclamp > 0) // prevent division by zero
595 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
596 if(vel_xy_current < vel_xy_preclamp)
597 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
601 self.velocity = vel_xy + velZ * '0 0 1';
604 void PM_AirAccelerate(vector wishdir, float wishspeed)
606 vector curvel, wishvel, acceldir, curdir;
607 float addspeed, accelspeed, curspeed, f;
613 curvel = self.velocity;
615 curspeed = vlen(curvel);
617 if(wishspeed > curspeed * 1.01)
619 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
623 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
624 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
626 wishvel = wishdir * wishspeed;
627 acceldir = wishvel - curvel;
628 addspeed = vlen(acceldir);
629 acceldir = normalize(acceldir);
631 accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
633 if(autocvar_sv_warsowbunny_backtosideratio < 1)
635 curdir = normalize(curvel);
636 dot = acceldir * curdir;
638 acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
641 self.velocity += accelspeed * acceldir;
644 .vector movement_old;
647 .string lastclassname;
649 .float() PlayerPhysplug;
651 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
652 .float specialcommand_pos;
653 void SpecialCommand()
658 if(!CheatImpulse(99))
659 print("A hollow voice says \"Plugh\".\n");
663 float speedaward_speed;
664 string speedaward_holder;
665 string speedaward_uid;
666 void race_send_speedaward(float msg)
668 // send the best speed of the round
669 WriteByte(msg, SVC_TEMPENTITY);
670 WriteByte(msg, TE_CSQC_RACE);
671 WriteByte(msg, RACE_NET_SPEED_AWARD);
672 WriteInt24_t(msg, floor(speedaward_speed+0.5));
673 WriteString(msg, speedaward_holder);
676 float speedaward_alltimebest;
677 string speedaward_alltimebest_holder;
678 string speedaward_alltimebest_uid;
679 void race_send_speedaward_alltimebest(float msg)
681 // send the best speed
682 WriteByte(msg, SVC_TEMPENTITY);
683 WriteByte(msg, TE_CSQC_RACE);
684 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
685 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
686 WriteString(msg, speedaward_alltimebest_holder);
689 string GetMapname(void);
690 float speedaward_lastupdate;
691 float speedaward_lastsent;
692 void SV_PlayerPhysics()
694 vector wishvel, wishdir, v;
695 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
698 float not_allowed_to_move;
701 WarpZone_PlayerPhysics_FixVAngle();
706 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
708 maxspd_mod *= autocvar_g_movement_highspeed;
710 // fix physics stats for g_movement_highspeed
711 // TODO maybe rather use maxairspeed? needs testing
712 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
713 if(autocvar_sv_airstrafeaccel_qw)
714 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
716 self.stat_sv_airstrafeaccel_qw = 0;
717 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
718 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
720 if(self.PlayerPhysplug)
721 if(self.PlayerPhysplug())
724 self.race_movetime_frac += frametime;
725 f = floor(self.race_movetime_frac);
726 self.race_movetime_frac -= f;
727 self.race_movetime_count += f;
728 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
732 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement.x < 0) + 256 * (self.movement.x > 0) + 512 * (self.movement.y < 0) + 1024 * (self.movement.y > 0);
736 else if(buttons == 1)
738 else if(buttons == 2)
740 else if(buttons == 128)
742 else if(buttons == 256)
744 else if(buttons == 512)
746 else if(buttons == 1024)
751 if(c == substring(specialcommand, self.specialcommand_pos, 1))
753 self.specialcommand_pos += 1;
754 if(self.specialcommand_pos >= strlen(specialcommand))
756 self.specialcommand_pos = 0;
761 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
762 self.specialcommand_pos = 0;
766 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
767 self.parm_idlesince = time;
769 buttons_prev = self.buttons_old;
770 self.buttons_old = buttons;
771 self.movement_old = self.movement;
772 self.v_angle_old = self.v_angle;
774 if(time < self.nickspamtime)
775 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
777 // slight annoyance for nick change scripts
778 self.movement = -1 * self.movement;
779 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
781 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!
783 self.angles_x = random() * 360;
784 self.angles_y = random() * 360;
785 // at least I'm not forcing retardedview by also assigning to angles_z
786 self.fixangle = true;
790 if (self.punchangle != '0 0 0')
792 f = vlen(self.punchangle) - 10 * frametime;
794 self.punchangle = normalize(self.punchangle) * f;
796 self.punchangle = '0 0 0';
799 if (self.punchvector != '0 0 0')
801 f = vlen(self.punchvector) - 30 * frametime;
803 self.punchvector = normalize(self.punchvector) * f;
805 self.punchvector = '0 0 0';
808 if (IS_BOT_CLIENT(self))
810 if(playerdemo_read())
817 if(self.race_penalty)
818 if(time > self.race_penalty)
819 self.race_penalty = 0;
821 not_allowed_to_move = 0;
822 if(self.race_penalty)
823 not_allowed_to_move = 1;
824 if(time < game_starttime)
825 not_allowed_to_move = 1;
827 if(not_allowed_to_move)
829 self.velocity = '0 0 0';
830 self.movetype = MOVETYPE_NONE;
831 self.disableclientprediction = 2;
833 else if(self.disableclientprediction == 2)
835 if(self.movetype == MOVETYPE_NONE)
836 self.movetype = MOVETYPE_WALK;
837 self.disableclientprediction = 0;
841 if (self.movetype == MOVETYPE_NONE)
844 // when we get here, disableclientprediction cannot be 2
845 self.disableclientprediction = 0;
846 if(time < self.ladder_time)
847 self.disableclientprediction = 1;
849 if(time < self.spider_slowness)
851 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
852 self.stat_sv_airspeedlimit_nonqw *= 0.5;
857 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
859 self.movement_x = bound(-5, self.movement.x, 5);
860 self.movement_y = bound(-5, self.movement.y, 5);
861 self.movement_z = bound(-5, self.movement.z, 5);
864 self.movement = '0 0 0';
865 self.disableclientprediction = 1;
867 vector midpoint = ((self.absmin + self.absmax) * 0.5);
868 if(pointcontents(midpoint) == CONTENT_WATER)
870 self.velocity = self.velocity * 0.5;
872 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
873 { self.velocity_z = 200; }
877 MUTATOR_CALLHOOK(PlayerPhysics);
879 if(self.player_blocked)
881 self.movement = '0 0 0';
882 self.disableclientprediction = 1;
889 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
892 // conveyors: first fix velocity
893 if(self.conveyor.state)
894 self.velocity -= self.conveyor.movedir;
896 if (!IS_PLAYER(self))
898 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
899 if(!self.spectatorspeed)
900 self.spectatorspeed = maxspd_mod;
901 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
903 if(self.lastclassname != "player")
905 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
906 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
907 else if(self.impulse == 11)
908 self.spectatorspeed = maxspd_mod;
909 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
910 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
911 else if(self.impulse >= 1 && self.impulse <= 9)
912 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
913 } // otherwise just clear
916 maxspd_mod = self.spectatorspeed;
919 spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
920 if(self.speed != spd)
924 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
925 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
926 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
927 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
930 maxspd_mod *= swampspd_mod; // only one common speed modder please!
933 // if dead, behave differently
937 if (!self.fixangle && !g_bugrigs)
940 self.angles_y = self.v_angle.y;
944 if(self.flags & FL_ONGROUND)
945 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
950 if(self.waterlevel < WATERLEVEL_SWIMMING)
951 if(time >= self.ladder_time)
954 self.nextstep = time + 0.3 + random() * 0.1;
955 trace_dphitq3surfaceflags = 0;
956 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
957 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
959 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
960 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
962 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
973 if (self.flags & FL_WATERJUMP )
975 self.velocity_x = self.movedir.x;
976 self.velocity_y = self.movedir.y;
977 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
979 self.flags &= ~FL_WATERJUMP;
980 self.teleport_time = 0;
983 else if (g_bugrigs && IS_PLAYER(self))
987 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
989 // noclipping or flying
990 self.flags &= ~FL_ONGROUND;
992 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
993 makevectors(self.v_angle);
994 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
995 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
997 wishdir = normalize(wishvel);
998 wishspeed = vlen(wishvel);
999 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1000 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1001 if (time >= self.teleport_time)
1002 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1004 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1007 self.flags &= ~FL_ONGROUND;
1009 makevectors(self.v_angle);
1010 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1011 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
1012 if (wishvel == '0 0 0')
1013 wishvel = '0 0 -60'; // drift towards bottom
1015 wishdir = normalize(wishvel);
1016 wishspeed = vlen(wishvel);
1017 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1018 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1019 wishspeed = wishspeed * 0.7;
1022 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1024 // water acceleration
1025 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1027 else if (time < self.ladder_time)
1029 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1030 self.flags &= ~FL_ONGROUND;
1033 g = autocvar_sv_gravity * frametime;
1036 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1039 self.velocity_z += g;
1042 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1043 makevectors(self.v_angle);
1044 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1045 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
1046 self.velocity_z += g;
1047 if (self.ladder_entity.classname == "func_water")
1050 if (f > self.ladder_entity.speed)
1051 wishvel = wishvel * (self.ladder_entity.speed / f);
1053 self.watertype = self.ladder_entity.skin;
1054 f = self.ladder_entity.origin.z + self.ladder_entity.maxs.z;
1055 if ((self.origin.z + self.view_ofs.z) < f)
1056 self.waterlevel = WATERLEVEL_SUBMERGED;
1057 else if ((self.origin.z + (self.mins.z + self.maxs.z) * 0.5) < f)
1058 self.waterlevel = WATERLEVEL_SWIMMING;
1059 else if ((self.origin.z + self.mins.z + 1) < f)
1060 self.waterlevel = WATERLEVEL_WETFEET;
1063 self.waterlevel = WATERLEVEL_NONE;
1064 self.watertype = CONTENT_EMPTY;
1068 wishdir = normalize(wishvel);
1069 wishspeed = vlen(wishvel);
1070 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1071 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1072 if (time >= self.teleport_time)
1074 // water acceleration
1075 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1078 else if (self.items & IT_USING_JETPACK)
1080 //makevectors(self.v_angle_y * '0 1 0');
1081 makevectors(self.v_angle);
1082 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1083 // add remaining speed as Z component
1084 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1085 // fix speedhacks :P
1086 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1087 // add the unused velocity as up component
1090 // if(self.BUTTON_JUMP)
1091 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1093 // it is now normalized, so...
1094 float a_side, a_up, a_add, a_diff;
1095 a_side = autocvar_g_jetpack_acceleration_side;
1096 a_up = autocvar_g_jetpack_acceleration_up;
1097 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1099 wishvel.x *= a_side;
1100 wishvel.y *= a_side;
1106 //////////////////////////////////////////////////////////////////////////////////////
1107 // finding the maximum over all vectors of above form
1108 // with wishvel having an absolute value of 1
1109 //////////////////////////////////////////////////////////////////////////////////////
1110 // we're finding the maximum over
1111 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1112 // for z in the range from -1 to 1
1113 //////////////////////////////////////////////////////////////////////////////////////
1114 // maximum is EITHER attained at the single extreme point:
1115 a_diff = a_side * a_side - a_up * a_up;
1118 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1119 if(f > -1 && f < 1) // can it be attained?
1121 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1122 //print("middle\n");
1125 // OR attained at z = 1:
1126 f = (a_up + a_add) * (a_up + a_add);
1132 // OR attained at z = -1:
1133 f = (a_up - a_add) * (a_up - a_add);
1137 //print("bottom\n");
1140 //////////////////////////////////////////////////////////////////////////////////////
1142 //print("best possible acceleration: ", ftos(best), "\n");
1145 fxy = bound(0, 1 - (self.velocity * normalize(wishvel.x * '1 0 0' + wishvel.y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1146 if(wishvel.z - autocvar_sv_gravity > 0)
1147 fz = bound(0, 1 - self.velocity.z / autocvar_g_jetpack_maxspeed_up, 1);
1149 fz = bound(0, 1 + self.velocity.z / autocvar_g_jetpack_maxspeed_up, 1);
1153 wishvel_z = (wishvel.z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1156 fvel = min(1, vlen(wishvel) / best);
1157 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1158 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1162 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1164 if (f > 0 && wishvel != '0 0 0')
1166 self.velocity = self.velocity + wishvel * f * frametime;
1167 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1168 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1169 self.flags &= ~FL_ONGROUND;
1170 self.items |= IT_USING_JETPACK;
1172 // jetpack also inhibits health regeneration, but only for 1 second
1173 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1176 else if (self.flags & FL_ONGROUND)
1178 // we get here if we ran out of ammo
1179 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1180 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1183 makevectors(self.v_angle.y * '0 1 0');
1184 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1186 if(!(self.lastflags & FL_ONGROUND))
1188 if(autocvar_speedmeter)
1189 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1190 if(self.lastground < time - 0.3)
1191 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1192 if(self.jumppadcount > 1)
1193 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1194 self.jumppadcount = 0;
1202 if (f < autocvar_sv_stopspeed)
1203 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1205 f = 1 - frametime * autocvar_sv_friction;
1207 self.velocity = self.velocity * f;
1209 self.velocity = '0 0 0';
1211 Mathematical analysis time!
1213 Our goal is to invert this mess.
1215 For the two cases we get:
1216 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1217 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1218 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1220 v = v0 * (1 - frametime * autocvar_sv_friction)
1221 v0 = v / (1 - frametime * autocvar_sv_friction)
1223 These cases would be chosen ONLY if:
1224 v0 < autocvar_sv_stopspeed
1225 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1226 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1228 v0 >= autocvar_sv_stopspeed
1229 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1230 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1235 wishdir = normalize(wishvel);
1236 wishspeed = vlen(wishvel);
1237 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1238 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1240 wishspeed = wishspeed * 0.5;
1241 if (time >= self.teleport_time)
1242 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1247 // we get here if we ran out of ammo
1248 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1249 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1253 maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1254 airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1258 maxairspd = autocvar_sv_maxairspeed;
1259 airaccel = autocvar_sv_airaccelerate;
1262 makevectors(self.v_angle.y * '0 1 0');
1263 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1265 wishdir = normalize(wishvel);
1266 wishspeed = wishspeed0 = vlen(wishvel);
1267 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1268 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1269 if (wishspeed > maxairspd)
1270 wishspeed = maxairspd;
1272 wishspeed = wishspeed * 0.5;
1273 if (time >= self.teleport_time)
1280 airaccelqw = self.stat_sv_airaccel_qw;
1281 accelerating = (self.velocity * wishdir > 0);
1282 wishspeed2 = wishspeed;
1285 if(autocvar_sv_airstopaccelerate)
1288 curdir = self.velocity;
1290 curdir = normalize(curdir);
1291 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1293 // note that for straight forward jumping:
1294 // step = accel * frametime * wishspeed0;
1295 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1297 // dv/dt = accel * maxspeed (when slow)
1298 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1299 // log dv/dt = logaccel + logmaxspeed (when slow)
1300 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1301 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1302 if(autocvar_sv_maxairstrafespeed)
1303 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1304 if(autocvar_sv_airstrafeaccelerate)
1305 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1306 if(self.stat_sv_airstrafeaccel_qw)
1307 airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
1310 if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement.x != 0)
1311 PM_AirAccelerate(wishdir, wishspeed);
1313 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1315 if(autocvar_sv_aircontrol)
1316 CPM_PM_Aircontrol(wishdir, wishspeed2);
1320 if((g_cts || g_race) && !IS_OBSERVER(self))
1322 if(vlen(self.velocity - self.velocity.z * '0 0 1') > speedaward_speed)
1324 speedaward_speed = vlen(self.velocity - self.velocity.z * '0 0 1');
1325 speedaward_holder = self.netname;
1326 speedaward_uid = self.crypto_idfp;
1327 speedaward_lastupdate = time;
1329 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1331 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1332 race_send_speedaward(MSG_ALL);
1333 speedaward_lastsent = speedaward_speed;
1334 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1336 speedaward_alltimebest = speedaward_speed;
1337 speedaward_alltimebest_holder = speedaward_holder;
1338 speedaward_alltimebest_uid = speedaward_uid;
1339 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1340 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1341 race_send_speedaward_alltimebest(MSG_ALL);
1348 xyspeed = vlen('1 0 0' * self.velocity.x + '0 1 0' * self.velocity.y);
1349 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1351 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1352 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1353 f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1354 // add the extra charge
1355 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1358 if(self.flags & FL_ONGROUND)
1359 self.lastground = time;
1361 // conveyors: then break velocity again
1362 if(self.conveyor.state)
1363 self.velocity += self.conveyor.movedir;
1365 self.lastflags = self.flags;
1366 self.lastclassname = self.classname;