11 .float spectatorspeed;
13 .float multijump_count;
14 .float multijump_ready;
15 .float prevjumpbutton;
21 When you press the jump key
24 void PlayerJump (void)
26 if(MUTATOR_CALLHOOK(PlayerJump))
33 if (autocvar_sv_doublejump)
35 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
36 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
40 // we MUST clip velocity here!
42 f = self.velocity * trace_plane_normal;
44 self.velocity -= f * trace_plane_normal;
48 mjumpheight = autocvar_sv_jumpvelocity;
49 if (self.waterlevel >= WATERLEVEL_SWIMMING)
51 self.velocity_z = self.stat_sv_maxspeed * 0.7;
55 if (autocvar_g_multijump)
57 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
58 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
60 self.multijump_ready = FALSE;
63 if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
65 // doublejump = FALSE; // checked above in the if
66 if (autocvar_g_multijump)
68 if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
70 if (self.velocity_z < mjumpheight)
81 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
84 vector wishvel, wishdir;
87 vlen(vec2(self.velocity)), // current xy speed
88 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
90 makevectors(self.v_angle_y * '0 1 0');
91 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
92 wishdir = normalize(wishvel);
94 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
95 self.velocity_y = wishdir_y * curspeed;
96 // keep velocity_z unchanged!
98 if (autocvar_g_multijump > 0)
99 self.multijump_count += 1;
102 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
106 if (!(self.flags & FL_ONGROUND))
109 if(self.cvar_cl_movement_track_canjump)
110 if (!(self.flags & FL_JUMPRELEASED))
113 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
114 // velocity bounds. Final velocity is bound between (jumpheight *
115 // min + jumpheight) and (jumpheight * max + jumpheight);
117 if(autocvar_sv_jumpspeedcap_min != "")
121 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
123 if (self.velocity_z < minjumpspeed)
124 mjumpheight += minjumpspeed - self.velocity_z;
127 if(autocvar_sv_jumpspeedcap_max != "")
129 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
130 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
132 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
136 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
138 if (self.velocity_z > maxjumpspeed)
139 mjumpheight -= self.velocity_z - maxjumpspeed;
143 if(!(self.lastflags & FL_ONGROUND))
145 if(autocvar_speedmeter)
146 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
147 if(self.lastground < time - 0.3)
149 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
150 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
152 if(self.jumppadcount > 1)
153 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
154 self.jumppadcount = 0;
157 self.velocity_z = self.velocity_z + mjumpheight;
158 self.oldvelocity_z = self.velocity_z;
160 self.flags &~= FL_ONGROUND;
161 self.flags &~= FL_JUMPRELEASED;
163 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
166 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
168 self.restart_jump = -1; // restart jump anim next time
169 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
171 void CheckWaterJump()
175 // check for a jump-out-of-water
176 makevectors (self.angles);
178 start_z = start_z + 8;
180 normalize(v_forward);
181 end = start + v_forward*24;
182 traceline (start, end, TRUE, self);
183 if (trace_fraction < 1)
185 start_z = start_z + self.maxs_z - 8;
186 end = start + v_forward*24;
187 self.movedir = trace_plane_normal * -50;
188 traceline (start, end, TRUE, self);
189 if (trace_fraction == 1)
190 { // open at eye level
191 self.flags |= FL_WATERJUMP;
192 self.velocity_z = 225;
193 self.flags &~= FL_JUMPRELEASED;
194 self.teleport_time = time + 2; // safety net
199 void CheckPlayerJump()
201 if(self.flags & FL_ONGROUND)
203 if (autocvar_g_multijump > 0)
204 self.multijump_count = 0;
206 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
209 if (self.BUTTON_JUMP)
212 self.flags |= FL_JUMPRELEASED;
214 if (self.waterlevel == WATERLEVEL_SWIMMING)
216 self.prevjumpbutton = self.BUTTON_JUMP;
219 float racecar_angle(float forward, float down)
221 float ret, angle_mult;
229 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
231 angle_mult = forward / (800 + forward);
234 return ret * angle_mult + 360 * (1 - angle_mult);
236 return ret * angle_mult;
239 void RaceCarPhysics()
241 // using this move type for "big rigs"
242 // the engine does not push the entity!
244 float accel, steer, f, myspeed, steerfactor;
245 vector angles_save, rigvel;
247 angles_save = self.angles;
248 accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
249 steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
251 if(g_bugrigs_reverse_speeding)
255 // back accel is DIGITAL
256 // to prevent speedhack
266 makevectors(self.angles); // new forward direction!
268 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
270 float upspeed, accelfactor;
272 myspeed = self.velocity * v_forward;
273 upspeed = self.velocity * v_up;
275 // responsiveness factor for steering and acceleration
276 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
277 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
279 if(myspeed < 0 && g_bugrigs_reverse_spinning)
280 steerfactor = -myspeed * g_bugrigs_steer;
282 steerfactor = -myspeed * f * g_bugrigs_steer;
284 if(myspeed < 0 && g_bugrigs_reverse_speeding)
285 accelfactor = g_bugrigs_accel;
287 accelfactor = f * g_bugrigs_accel;
288 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
294 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
298 if(!g_bugrigs_reverse_speeding)
299 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
306 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
310 if(g_bugrigs_reverse_stopping)
313 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
316 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
317 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
319 self.angles_y += steer * frametime * steerfactor; // apply steering
320 makevectors(self.angles); // new forward direction!
322 myspeed += accel * accelfactor * frametime;
324 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
328 myspeed = vlen(self.velocity);
330 // responsiveness factor for steering and acceleration
331 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
332 steerfactor = -myspeed * f;
333 self.angles_y += steer * frametime * steerfactor; // apply steering
335 rigvel = self.velocity;
336 makevectors(self.angles); // new forward direction!
339 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
340 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
341 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
342 //MAXIMA: solve(total_acceleration(v) = 0, v);
344 if(g_bugrigs_planar_movement)
346 vector rigvel_xy, neworigin, up;
349 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
350 rigvel_xy = vec2(rigvel);
352 if(g_bugrigs_planar_movement_car_jumping)
355 mt = MOVE_NOMONSTERS;
357 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
358 up = trace_endpos - self.origin;
360 // BUG RIGS: align the move to the surface instead of doing collision testing
362 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
365 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
367 if(trace_fraction < 0.5)
370 neworigin = self.origin;
373 neworigin = trace_endpos;
375 if(trace_fraction < 1)
377 // now set angles_x so that the car points parallel to the surface
378 self.angles = vectoangles(
379 '1 0 0' * v_forward_x * trace_plane_normal_z
381 '0 1 0' * v_forward_y * trace_plane_normal_z
383 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
385 self.flags |= FL_ONGROUND;
389 // now set angles_x so that the car points forward, but is tilted in velocity direction
390 self.flags &~= FL_ONGROUND;
393 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
394 self.movetype = MOVETYPE_NOCLIP;
398 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
399 self.velocity = rigvel;
400 self.movetype = MOVETYPE_FLY;
404 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
405 if(trace_fraction != 1)
407 self.angles = vectoangles2(
408 '1 0 0' * v_forward_x * trace_plane_normal_z
410 '0 1 0' * v_forward_y * trace_plane_normal_z
412 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
420 vel_local_x = v_forward * self.velocity;
421 vel_local_y = v_right * self.velocity;
422 vel_local_z = v_up * self.velocity;
424 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
425 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
429 vector vf1, vu1, smoothangles;
430 makevectors(self.angles);
431 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
436 makevectors(angles_save);
437 vf1 = vf1 + v_forward * (1 - f);
438 vu1 = vu1 + v_up * (1 - f);
439 smoothangles = vectoangles2(vf1, vu1);
440 self.angles_x = -smoothangles_x;
441 self.angles_z = smoothangles_z;
444 float IsMoveInDirection(vector mv, float angle) // key mix factor
446 if(mv_x == 0 && mv_y == 0)
447 return 0; // avoid division by zero
448 angle -= RAD2DEG * atan2(mv_y, mv_x);
449 angle = remainder(angle, 360) / 45;
454 return 1 - fabs(angle);
457 float GeomLerp(float a, float lerp, float b)
473 return a * pow(fabs(b / a), lerp);
476 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
478 float zspeed, xyspeed, dot, k;
481 // this doesn't play well with analog input
482 if(self.movement_x == 0 || self.movement_y != 0)
483 return; // can't control movement if not moving forward or backward
486 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
491 k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
493 zspeed = self.velocity_z;
495 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
497 dot = self.velocity * wishdir;
499 if(dot > 0) // we can't change direction while slowing down
501 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
502 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
503 k *= autocvar_sv_aircontrol;
504 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
507 self.velocity = self.velocity * xyspeed;
508 self.velocity_z = zspeed;
511 float AdjustAirAccelQW(float accelqw, float factor)
513 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
516 // example config for alternate speed clamping:
517 // sv_airaccel_qw 0.8
518 // sv_airaccel_sideways_friction 0
519 // prvm_globalset server speedclamp_mode 1
521 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
529 float vel_xy_current;
530 float vel_xy_backward, vel_xy_forward;
533 if(stretchfactor > 0)
534 speedclamp = stretchfactor;
536 speedclamp = 1; // full clamping, no stretch
538 speedclamp = -1; // no clamping
543 if(autocvar_sv_gameplayfix_q2airaccelerate)
544 wishspeed0 = wishspeed;
546 vel_straight = self.velocity * wishdir;
547 vel_z = self.velocity_z;
548 vel_xy = vec2(self.velocity);
549 vel_perpend = vel_xy - vel_straight * wishdir;
551 step = accel * frametime * wishspeed0;
553 vel_xy_current = vlen(vel_xy);
555 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
556 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
557 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
558 if(vel_xy_backward < 0)
559 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
561 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
563 if(sidefric < 0 && (vel_perpend*vel_perpend))
564 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
567 f = max(0, 1 + frametime * wishspeed * sidefric);
568 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
569 // this cannot be > 1
571 vel_perpend = vel_perpend * max(0, f);
574 fminimum = sqrt(fminimum);
575 vel_perpend = vel_perpend * max(fminimum, f);
579 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
581 vel_xy = vel_straight * wishdir + vel_perpend;
585 float vel_xy_preclamp;
586 vel_xy_preclamp = vlen(vel_xy);
587 if(vel_xy_preclamp > 0) // prevent division by zero
589 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
590 if(vel_xy_current < vel_xy_preclamp)
591 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
595 self.velocity = vel_xy + vel_z * '0 0 1';
598 void PM_AirAccelerate(vector wishdir, float wishspeed)
600 vector curvel, wishvel, acceldir, curdir;
601 float addspeed, accelspeed, curspeed, f;
607 curvel = self.velocity;
609 curspeed = vlen(curvel);
611 if(wishspeed > curspeed * 1.01)
613 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
617 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
618 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
620 wishvel = wishdir * wishspeed;
621 acceldir = wishvel - curvel;
622 addspeed = vlen(acceldir);
623 acceldir = normalize(acceldir);
625 accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
627 if(autocvar_sv_warsowbunny_backtosideratio < 1)
629 curdir = normalize(curvel);
630 dot = acceldir * curdir;
632 acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
635 self.velocity += accelspeed * acceldir;
638 .vector movement_old;
641 .string lastclassname;
643 .float() PlayerPhysplug;
645 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
646 .float specialcommand_pos;
647 void SpecialCommand()
652 if(!CheatImpulse(99))
653 print("A hollow voice says \"Plugh\".\n");
657 float speedaward_speed;
658 string speedaward_holder;
659 string speedaward_uid;
660 void race_send_speedaward(float msg)
662 // send the best speed of the round
663 WriteByte(msg, SVC_TEMPENTITY);
664 WriteByte(msg, TE_CSQC_RACE);
665 WriteByte(msg, RACE_NET_SPEED_AWARD);
666 WriteInt24_t(msg, floor(speedaward_speed+0.5));
667 WriteString(msg, speedaward_holder);
670 float speedaward_alltimebest;
671 string speedaward_alltimebest_holder;
672 string speedaward_alltimebest_uid;
673 void race_send_speedaward_alltimebest(float msg)
675 // send the best speed
676 WriteByte(msg, SVC_TEMPENTITY);
677 WriteByte(msg, TE_CSQC_RACE);
678 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
679 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
680 WriteString(msg, speedaward_alltimebest_holder);
683 string GetMapname(void);
684 float speedaward_lastupdate;
685 float speedaward_lastsent;
686 void SV_PlayerPhysics()
688 vector wishvel, wishdir, v;
689 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
692 float not_allowed_to_move;
695 WarpZone_PlayerPhysics_FixVAngle();
700 maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
702 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
704 maxspd_mod *= autocvar_g_movement_highspeed;
706 // fix physics stats for g_movement_highspeed
707 // TODO maybe rather use maxairspeed? needs testing
708 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
709 if(autocvar_sv_airstrafeaccel_qw)
710 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
712 self.stat_sv_airstrafeaccel_qw = 0;
713 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
714 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
716 if(self.PlayerPhysplug)
717 if(self.PlayerPhysplug())
720 self.race_movetime_frac += frametime;
721 f = floor(self.race_movetime_frac);
722 self.race_movetime_frac -= f;
723 self.race_movetime_count += f;
724 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
728 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);
732 else if(buttons == 1)
734 else if(buttons == 2)
736 else if(buttons == 128)
738 else if(buttons == 256)
740 else if(buttons == 512)
742 else if(buttons == 1024)
747 if(c == substring(specialcommand, self.specialcommand_pos, 1))
749 self.specialcommand_pos += 1;
750 if(self.specialcommand_pos >= strlen(specialcommand))
752 self.specialcommand_pos = 0;
757 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
758 self.specialcommand_pos = 0;
762 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
763 self.parm_idlesince = time;
765 buttons_prev = self.buttons_old;
766 self.buttons_old = buttons;
767 self.movement_old = self.movement;
768 self.v_angle_old = self.v_angle;
770 if(time < self.nickspamtime)
771 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
773 // slight annoyance for nick change scripts
774 self.movement = -1 * self.movement;
775 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
777 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!
779 self.angles_x = random() * 360;
780 self.angles_y = random() * 360;
781 // at least I'm not forcing retardedview by also assigning to angles_z
782 self.fixangle = TRUE;
786 if (self.punchangle != '0 0 0')
788 f = vlen(self.punchangle) - 10 * frametime;
790 self.punchangle = normalize(self.punchangle) * f;
792 self.punchangle = '0 0 0';
795 if (self.punchvector != '0 0 0')
797 f = vlen(self.punchvector) - 30 * frametime;
799 self.punchvector = normalize(self.punchvector) * f;
801 self.punchvector = '0 0 0';
804 if (IS_BOT_CLIENT(self))
806 if(playerdemo_read())
811 self.items &~= IT_USING_JETPACK;
815 if(self.race_penalty)
816 if(time > self.race_penalty)
817 self.race_penalty = 0;
819 not_allowed_to_move = 0;
820 if(self.race_penalty)
821 not_allowed_to_move = 1;
822 if(!autocvar_sv_ready_restart_after_countdown)
823 if(time < game_starttime)
824 not_allowed_to_move = 1;
826 if(not_allowed_to_move)
828 self.velocity = '0 0 0';
829 self.movetype = MOVETYPE_NONE;
830 self.disableclientprediction = 2;
832 else if(self.disableclientprediction == 2)
834 if(self.movetype == MOVETYPE_NONE)
835 self.movetype = MOVETYPE_WALK;
836 self.disableclientprediction = 0;
840 if (self.movetype == MOVETYPE_NONE)
843 // when we get here, disableclientprediction cannot be 2
844 self.disableclientprediction = 0;
845 if(time < self.ladder_time)
846 self.disableclientprediction = 1;
848 MUTATOR_CALLHOOK(PlayerPhysics);
850 if(self.player_blocked)
852 self.movement = '0 0 0';
853 self.disableclientprediction = 1;
860 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
863 // conveyors: first fix velocity
864 if(self.conveyor.state)
865 self.velocity -= self.conveyor.movedir;
867 if not(IS_PLAYER(self))
869 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
870 if(!self.spectatorspeed)
871 self.spectatorspeed = maxspd_mod;
872 if(self.impulse && self.impulse <= 19 || self.impulse >= 200 && self.impulse <= 209 || self.impulse >= 220 && self.impulse <= 229)
874 if(self.lastclassname != "player")
876 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || self.impulse >= 200 && self.impulse <= 209)
877 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
878 else if(self.impulse == 11)
879 self.spectatorspeed = maxspd_mod;
880 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || self.impulse >= 220 && self.impulse <= 229)
881 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
882 else if(self.impulse >= 1 && self.impulse <= 9)
883 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
884 } // otherwise just clear
887 maxspd_mod = self.spectatorspeed;
890 spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
891 if(self.speed != spd)
895 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
896 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
897 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
898 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
901 maxspd_mod *= swampspd_mod; // only one common speed modder please!
904 // if dead, behave differently
908 if (!self.fixangle && !g_bugrigs)
911 self.angles_y = self.v_angle_y;
915 if(self.flags & FL_ONGROUND)
916 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
921 if(self.waterlevel < WATERLEVEL_SWIMMING)
922 if(time >= self.ladder_time)
925 self.nextstep = time + 0.3 + random() * 0.1;
926 trace_dphitq3surfaceflags = 0;
927 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
928 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
930 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
931 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
933 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
944 if (self.flags & FL_WATERJUMP )
946 self.velocity_x = self.movedir_x;
947 self.velocity_y = self.movedir_y;
948 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
950 self.flags &~= FL_WATERJUMP;
951 self.teleport_time = 0;
954 else if (g_bugrigs && IS_PLAYER(self))
958 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
960 // noclipping or flying
961 self.flags &~= FL_ONGROUND;
963 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
964 makevectors(self.v_angle);
965 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
966 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
968 wishdir = normalize(wishvel);
969 wishspeed = vlen(wishvel);
970 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
971 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
972 if (time >= self.teleport_time)
973 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
975 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
978 self.flags &~= FL_ONGROUND;
980 makevectors(self.v_angle);
981 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
982 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
983 if (wishvel == '0 0 0')
984 wishvel = '0 0 -60'; // drift towards bottom
986 wishdir = normalize(wishvel);
987 wishspeed = vlen(wishvel);
988 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
989 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
990 wishspeed = wishspeed * 0.7;
993 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
995 // water acceleration
996 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
998 else if (time < self.ladder_time)
1000 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1001 self.flags &~= FL_ONGROUND;
1004 g = autocvar_sv_gravity * frametime;
1007 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1010 self.velocity_z += g;
1013 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1014 makevectors(self.v_angle);
1015 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1016 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1017 self.velocity_z += g;
1018 if (self.ladder_entity.classname == "func_water")
1021 if (f > self.ladder_entity.speed)
1022 wishvel = wishvel * (self.ladder_entity.speed / f);
1024 self.watertype = self.ladder_entity.skin;
1025 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1026 if ((self.origin_z + self.view_ofs_z) < f)
1027 self.waterlevel = WATERLEVEL_SUBMERGED;
1028 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1029 self.waterlevel = WATERLEVEL_SWIMMING;
1030 else if ((self.origin_z + self.mins_z + 1) < f)
1031 self.waterlevel = WATERLEVEL_WETFEET;
1034 self.waterlevel = WATERLEVEL_NONE;
1035 self.watertype = CONTENT_EMPTY;
1039 wishdir = normalize(wishvel);
1040 wishspeed = vlen(wishvel);
1041 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1042 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1043 if (time >= self.teleport_time)
1045 // water acceleration
1046 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1049 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)
1051 //makevectors(self.v_angle_y * '0 1 0');
1052 makevectors(self.v_angle);
1053 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1054 // add remaining speed as Z component
1055 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1056 // fix speedhacks :P
1057 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1058 // add the unused velocity as up component
1061 // if(self.BUTTON_JUMP)
1062 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1064 // it is now normalized, so...
1065 float a_side, a_up, a_add, a_diff;
1066 a_side = autocvar_g_jetpack_acceleration_side;
1067 a_up = autocvar_g_jetpack_acceleration_up;
1068 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1070 wishvel_x *= a_side;
1071 wishvel_y *= a_side;
1077 //////////////////////////////////////////////////////////////////////////////////////
1078 // finding the maximum over all vectors of above form
1079 // with wishvel having an absolute value of 1
1080 //////////////////////////////////////////////////////////////////////////////////////
1081 // we're finding the maximum over
1082 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1083 // for z in the range from -1 to 1
1084 //////////////////////////////////////////////////////////////////////////////////////
1085 // maximum is EITHER attained at the single extreme point:
1086 a_diff = a_side * a_side - a_up * a_up;
1089 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1090 if(f > -1 && f < 1) // can it be attained?
1092 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1093 //print("middle\n");
1096 // OR attained at z = 1:
1097 f = (a_up + a_add) * (a_up + a_add);
1103 // OR attained at z = -1:
1104 f = (a_up - a_add) * (a_up - a_add);
1108 //print("bottom\n");
1111 //////////////////////////////////////////////////////////////////////////////////////
1113 //print("best possible acceleration: ", ftos(best), "\n");
1116 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1117 if(wishvel_z - autocvar_sv_gravity > 0)
1118 fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1120 fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1123 fvel = vlen(wishvel);
1126 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1128 fvel = min(1, vlen(wishvel) / best);
1129 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1130 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1134 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1136 if (f > 0 && wishvel != '0 0 0')
1138 self.velocity = self.velocity + wishvel * f * frametime;
1139 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1140 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1141 self.flags &~= FL_ONGROUND;
1142 self.items |= IT_USING_JETPACK;
1144 // jetpack also inhibits health regeneration, but only for 1 second
1145 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1148 else if (self.flags & FL_ONGROUND)
1150 // we get here if we ran out of ammo
1151 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1152 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1155 makevectors(self.v_angle_y * '0 1 0');
1156 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1158 if(!(self.lastflags & FL_ONGROUND))
1160 if(autocvar_speedmeter)
1161 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1162 if(self.lastground < time - 0.3)
1163 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1164 if(self.jumppadcount > 1)
1165 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1166 self.jumppadcount = 0;
1169 #ifdef LETS_TEST_FTEQCC
1170 if(self.velocity_x || self.velocity_y)
1188 if (f < autocvar_sv_stopspeed)
1189 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1191 f = 1 - frametime * autocvar_sv_friction;
1193 self.velocity = self.velocity * f;
1195 self.velocity = '0 0 0';
1197 Mathematical analysis time!
1199 Our goal is to invert this mess.
1201 For the two cases we get:
1202 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1203 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1204 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1206 v = v0 * (1 - frametime * autocvar_sv_friction)
1207 v0 = v / (1 - frametime * autocvar_sv_friction)
1209 These cases would be chosen ONLY if:
1210 v0 < autocvar_sv_stopspeed
1211 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1212 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1214 v0 >= autocvar_sv_stopspeed
1215 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1216 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1221 wishdir = normalize(wishvel);
1222 wishspeed = vlen(wishvel);
1223 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1224 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1226 wishspeed = wishspeed * 0.5;
1227 if (time >= self.teleport_time)
1228 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1233 // we get here if we ran out of ammo
1234 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1235 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1239 maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1240 airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1244 maxairspd = autocvar_sv_maxairspeed;
1245 airaccel = autocvar_sv_airaccelerate;
1248 makevectors(self.v_angle_y * '0 1 0');
1249 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1251 wishdir = normalize(wishvel);
1252 wishspeed = wishspeed0 = vlen(wishvel);
1253 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1254 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1255 if (wishspeed > maxairspd)
1256 wishspeed = maxairspd;
1258 wishspeed = wishspeed * 0.5;
1259 if (time >= self.teleport_time)
1266 airaccelqw = self.stat_sv_airaccel_qw;
1267 accelerating = (self.velocity * wishdir > 0);
1268 wishspeed2 = wishspeed;
1271 if(autocvar_sv_airstopaccelerate)
1274 curdir = self.velocity;
1276 curdir = normalize(curdir);
1277 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1279 // note that for straight forward jumping:
1280 // step = accel * frametime * wishspeed0;
1281 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1283 // dv/dt = accel * maxspeed (when slow)
1284 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1285 // log dv/dt = logaccel + logmaxspeed (when slow)
1286 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1287 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1288 if(autocvar_sv_maxairstrafespeed)
1289 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1290 if(autocvar_sv_airstrafeaccelerate)
1291 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1292 if(self.stat_sv_airstrafeaccel_qw)
1293 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));
1296 if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1297 PM_AirAccelerate(wishdir, wishspeed);
1299 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1301 if(autocvar_sv_aircontrol)
1302 CPM_PM_Aircontrol(wishdir, wishspeed2);
1306 if((g_cts || g_race) && !IS_OBSERVER(self)) {
1307 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1308 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1309 speedaward_holder = self.netname;
1310 speedaward_uid = self.crypto_idfp;
1311 speedaward_lastupdate = time;
1313 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1319 race_send_speedaward(MSG_ALL);
1320 speedaward_lastsent = speedaward_speed;
1321 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
1322 speedaward_alltimebest = speedaward_speed;
1323 speedaward_alltimebest_holder = speedaward_holder;
1324 speedaward_alltimebest_uid = speedaward_uid;
1325 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1326 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1327 race_send_speedaward_alltimebest(MSG_ALL);
1333 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1334 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
1336 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1337 xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
1338 f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
1339 // add the extra charge
1340 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
1343 if(self.flags & FL_ONGROUND)
1344 self.lastground = time;
1346 // conveyors: then break velocity again
1347 if(self.conveyor.state)
1348 self.velocity += self.conveyor.movedir;
1350 self.lastflags = self.flags;
1351 self.lastclassname = self.classname;