7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_airstrafeaccel_qw;
18 float sv_aircontrol_power;
19 float sv_aircontrol_penalty;
20 float sv_warsowbunny_airforwardaccel;
21 float sv_warsowbunny_accel;
22 float sv_warsowbunny_topspeed;
23 float sv_warsowbunny_turnaccel;
24 float sv_warsowbunny_backtosideratio;
25 float sv_airspeedlimit_nonqw;
28 .entity ladder_entity;
30 .float swamp_slowdown;
34 .float spectatorspeed;
36 .float multijump_count;
37 .float multijump_ready;
38 .float prevjumpbutton;
40 .float prevtopspeed; // store the top speed during the last 0.25 seconds to make dodging at full speeds easier
41 .float prevtopspeed_time;
47 When you press the jump key
50 void PlayerJump (void)
58 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
59 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
63 mjumpheight = cvar("sv_jumpvelocity");
64 if (self.waterlevel >= WATERLEVEL_SWIMMING)
66 if (self.watertype == CONTENT_WATER)
67 self.velocity_z = 200;
68 else if (self.watertype == CONTENT_SLIME)
76 if (cvar("g_multijump"))
78 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
79 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
81 self.multijump_ready = FALSE;
84 if(self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
86 if (cvar("g_multijump") > 0)
88 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
91 local vector wishvel, wishdir;
92 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
93 wishdir = normalize(wishvel);
94 if(wishdir_x != 0 && wishdir_y != 0) // don't remove all speed if player isnt pressing any movement keys
95 self.velocity = ('1 0 0' * wishdir_x + '0 1 0' * wishdir_y) * self.prevtopspeed; // allow "dodging" at a multijump
97 self.multijump_count += 1;
99 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
101 else if (!doublejump)
102 if (!(self.flags & FL_ONGROUND))
106 if (!(self.flags & FL_JUMPRELEASED))
109 if(self.health <= g_bloodloss)
114 if(self.runes & RUNE_SPEED)
116 if(self.runes & CURSE_SLOW)
117 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
119 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
121 else if(self.runes & CURSE_SLOW)
123 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
127 if(g_minstagib && (self.items & IT_INVINCIBLE))
129 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
132 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
133 // velocity bounds. Final velocity is bound between (jumpheight *
134 // min + jumpheight) and (jumpheight * max + jumpheight);
136 if(cvar_string("sv_jumpspeedcap_min") != "")
140 minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
142 if (self.velocity_z < minjumpspeed)
143 mjumpheight += minjumpspeed - self.velocity_z;
146 if(cvar_string("sv_jumpspeedcap_max") != "")
148 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
149 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
151 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
155 maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
157 if (self.velocity_z > maxjumpspeed)
158 mjumpheight -= self.velocity_z - maxjumpspeed;
162 if(!(self.lastflags & FL_ONGROUND))
164 if(cvar("speedmeter"))
165 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
166 if(self.lastground < time - 0.3)
168 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
169 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
171 if(self.jumppadcount > 1)
172 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
173 self.jumppadcount = 0;
176 self.velocity_z = self.velocity_z + mjumpheight;
177 self.oldvelocity_z = self.velocity_z;
179 self.flags &~= FL_ONGROUND;
180 self.flags &~= FL_JUMPRELEASED;
183 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
185 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
188 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
190 self.restart_jump = -1; // restart jump anim next time
191 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
194 void CheckWaterJump()
196 local vector start, end;
198 // check for a jump-out-of-water
199 makevectors (self.angles);
201 start_z = start_z + 8;
203 normalize(v_forward);
204 end = start + v_forward*24;
205 traceline (start, end, TRUE, self);
206 if (trace_fraction < 1)
208 start_z = start_z + self.maxs_z - 8;
209 end = start + v_forward*24;
210 self.movedir = trace_plane_normal * -50;
211 traceline (start, end, TRUE, self);
212 if (trace_fraction == 1)
213 { // open at eye level
214 self.flags |= FL_WATERJUMP;
215 self.velocity_z = 225;
216 self.flags &~= FL_JUMPRELEASED;
217 self.teleport_time = time + 2; // safety net
223 float racecar_angle(float forward, float down)
225 float ret, angle_mult;
233 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
235 angle_mult = forward / (800 + forward);
238 return ret * angle_mult + 360 * (1 - angle_mult);
240 return ret * angle_mult;
243 void RaceCarPhysics()
245 // using this move type for "big rigs"
246 // the engine does not push the entity!
248 float accel, steer, f;
249 vector angles_save, rigvel;
251 angles_save = self.angles;
252 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
253 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
255 if(g_bugrigs_reverse_speeding)
259 // back accel is DIGITAL
260 // to prevent speedhack
270 makevectors(self.angles); // new forward direction!
272 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
274 float myspeed, upspeed, steerfactor, accelfactor;
276 myspeed = self.velocity * v_forward;
277 upspeed = self.velocity * v_up;
279 // responsiveness factor for steering and acceleration
280 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
281 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
283 if(myspeed < 0 && g_bugrigs_reverse_spinning)
284 steerfactor = -myspeed * g_bugrigs_steer;
286 steerfactor = -myspeed * f * g_bugrigs_steer;
288 if(myspeed < 0 && g_bugrigs_reverse_speeding)
289 accelfactor = g_bugrigs_accel;
291 accelfactor = f * g_bugrigs_accel;
292 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
298 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
302 if(!g_bugrigs_reverse_speeding)
303 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
310 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
314 if(g_bugrigs_reverse_stopping)
317 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
320 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
321 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
323 self.angles_y += steer * frametime * steerfactor; // apply steering
324 makevectors(self.angles); // new forward direction!
326 myspeed += accel * accelfactor * frametime;
328 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
332 myspeed = vlen(self.velocity);
334 // responsiveness factor for steering and acceleration
335 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
336 steerfactor = -myspeed * f;
337 self.angles_y += steer * frametime * steerfactor; // apply steering
339 rigvel = self.velocity;
340 makevectors(self.angles); // new forward direction!
343 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
344 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
345 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
346 //MAXIMA: solve(total_acceleration(v) = 0, v);
348 if(g_bugrigs_planar_movement)
350 vector rigvel_xy, neworigin, up;
353 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
357 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
360 mt = MOVE_NOMONSTERS;
362 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
363 up = trace_endpos - self.origin;
365 // BUG RIGS: align the move to the surface instead of doing collision testing
367 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
370 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
372 if(trace_fraction < 0.5)
375 neworigin = self.origin;
378 neworigin = trace_endpos;
380 if(trace_fraction < 1)
382 // now set angles_x so that the car points parallel to the surface
383 self.angles = vectoangles(
384 '1 0 0' * v_forward_x * trace_plane_normal_z
386 '0 1 0' * v_forward_y * trace_plane_normal_z
388 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
390 self.flags |= FL_ONGROUND;
394 // now set angles_x so that the car points forward, but is tilted in velocity direction
395 self.flags &~= FL_ONGROUND;
398 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
399 self.movetype = MOVETYPE_NOCLIP;
403 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
404 self.velocity = rigvel;
405 self.movetype = MOVETYPE_FLY;
409 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
410 if(trace_fraction != 1)
412 self.angles = vectoangles2(
413 '1 0 0' * v_forward_x * trace_plane_normal_z
415 '0 1 0' * v_forward_y * trace_plane_normal_z
417 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
425 vel_local_x = v_forward * self.velocity;
426 vel_local_y = v_right * self.velocity;
427 vel_local_z = v_up * self.velocity;
429 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
430 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
434 vector vf1, vu1, smoothangles;
435 makevectors(self.angles);
436 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
441 makevectors(angles_save);
442 vf1 = vf1 + v_forward * (1 - f);
443 vu1 = vu1 + v_up * (1 - f);
444 smoothangles = vectoangles2(vf1, vu1);
445 self.angles_x = -smoothangles_x;
446 self.angles_z = smoothangles_z;
449 float IsMoveInDirection(vector mv, float angle) // key mix factor
451 if(mv_x == 0 && mv_y == 0)
452 return 0; // avoid division by zero
453 angle -= RAD2DEG * atan2(mv_y, mv_x);
454 angle = remainder(angle, 360) / 45;
459 return 1 - fabs(angle);
462 float GeomLerp(float a, float lerp, float b)
478 return a * pow(fabs(b / a), lerp);
481 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
483 float zspeed, xyspeed, dot, k;
486 // this doesn't play well with analog input
487 if(self.movement_x == 0 || self.movement_y != 0)
488 return; // can't control movement if not moving forward or backward
491 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
496 k *= bound(0, wishspeed / sv_maxairspeed, 1);
498 zspeed = self.velocity_z;
500 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
502 dot = self.velocity * wishdir;
504 if(dot > 0) // we can't change direction while slowing down
506 k *= pow(dot, sv_aircontrol_power)*frametime;
507 xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
509 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
512 self.velocity = self.velocity * xyspeed;
513 self.velocity_z = zspeed;
516 float AdjustAirAccelQW(float accelqw, float factor)
518 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
521 // example config for alternate speed clamping:
522 // sv_airaccel_qw 0.8
523 // sv_airaccel_sideways_friction 0
524 // prvm_globalset server speedclamp_mode 1
526 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
534 float vel_xy_current;
535 float vel_xy_backward, vel_xy_forward;
538 speedclamp = (accelqw < 0);
542 if(cvar("sv_gameplayfix_q2airaccelerate"))
543 wishspeed0 = wishspeed;
545 vel_straight = self.velocity * wishdir;
546 vel_z = self.velocity_z;
547 vel_xy = self.velocity - vel_z * '0 0 1';
548 vel_perpend = vel_xy - vel_straight * wishdir;
550 step = accel * frametime * wishspeed0;
552 vel_xy_current = vlen(vel_xy);
554 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
555 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
556 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
557 if(vel_xy_backward < 0)
558 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
560 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
562 if(sidefric < 0 && (vel_perpend*vel_perpend))
563 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
566 f = max(0, 1 + frametime * wishspeed * sidefric);
567 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
568 // this cannot be > 1
570 vel_perpend = vel_perpend * max(0, f);
573 fminimum = sqrt(fminimum);
574 vel_perpend = vel_perpend * max(fminimum, f);
578 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
580 vel_xy = vel_straight * wishdir + vel_perpend;
584 // ensure we don't get too fast or decelerate faster than we should
585 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
586 if(vel_xy_current > 0) // prevent division by zero
587 vel_xy = normalize(vel_xy) * vel_xy_current;
590 self.velocity = vel_xy + vel_z * '0 0 1';
593 void PM_AirAccelerate(vector wishdir, float wishspeed)
595 vector curvel, wishvel, acceldir, curdir;
596 float addspeed, accelspeed, curspeed, f;
602 curvel = self.velocity;
604 curspeed = vlen(curvel);
606 if(wishspeed > curspeed * 1.01)
608 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
612 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
613 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
615 wishvel = wishdir * wishspeed;
616 acceldir = wishvel - curvel;
617 addspeed = vlen(acceldir);
618 acceldir = normalize(acceldir);
620 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
622 if(sv_warsowbunny_backtosideratio < 1)
624 curdir = normalize(curvel);
625 dot = acceldir * curdir;
627 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
630 self.velocity += accelspeed * acceldir;
633 .vector movement_old;
636 .string lastclassname;
638 .float() PlayerPhysplug;
640 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
641 .float specialcommand_pos;
642 void SpecialCommand()
647 if(!CheatImpulse(99))
648 print("A hollow voice says \"Plugh\".\n");
652 float speedaward_speed;
653 string speedaward_holder;
654 void race_send_speedaward(float msg)
656 // send the best speed of the round
657 WriteByte(msg, SVC_TEMPENTITY);
658 WriteByte(msg, TE_CSQC_RACE);
659 WriteByte(msg, RACE_NET_SPEED_AWARD);
660 WriteInt24_t(msg, floor(speedaward_speed+0.5));
661 WriteString(msg, speedaward_holder);
664 float speedaward_alltimebest;
665 string speedaward_alltimebest_holder;
666 void race_send_speedaward_alltimebest(float msg)
668 // send the best speed
669 WriteByte(msg, SVC_TEMPENTITY);
670 WriteByte(msg, TE_CSQC_RACE);
671 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
672 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
673 WriteString(msg, speedaward_alltimebest_holder);
676 string GetMapname(void);
677 float speedaward_lastupdate;
678 float speedaward_lastsent;
679 void SV_PlayerPhysics()
681 local vector wishvel, wishdir, v;
682 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
685 float not_allowed_to_move;
688 if(vlen(self.velocity) >= self.prevtopspeed || time - self.prevtopspeed_time > 0.25)
690 self.prevtopspeed_time = time;
691 self.prevtopspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
694 // fix physics stats for g_movement_highspeed
695 self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
696 if(sv_airstrafeaccel_qw)
697 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
699 self.stat_sv_airstrafeaccel_qw = 0;
700 self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed;
702 if(self.PlayerPhysplug)
703 if(self.PlayerPhysplug())
706 self.race_movetime_frac += frametime;
707 f = floor(self.race_movetime_frac);
708 self.race_movetime_frac -= f;
709 self.race_movetime_count += f;
710 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
714 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);
718 else if(buttons == 1)
720 else if(buttons == 2)
722 else if(buttons == 128)
724 else if(buttons == 256)
726 else if(buttons == 512)
728 else if(buttons == 1024)
733 if(c == substring(specialcommand, self.specialcommand_pos, 1))
735 self.specialcommand_pos += 1;
736 if(self.specialcommand_pos >= strlen(specialcommand))
738 self.specialcommand_pos = 0;
743 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
744 self.specialcommand_pos = 0;
746 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
748 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
749 self.parm_idlesince = time;
751 buttons_prev = self.buttons_old;
752 self.buttons_old = buttons;
753 self.movement_old = self.movement;
754 self.v_angle_old = self.v_angle;
756 if(time < self.nickspamtime)
757 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
759 // slight annoyance for nick change scripts
760 self.movement = -1 * self.movement;
761 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
763 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
765 self.angles_x = random() * 360;
766 self.angles_y = random() * 360;
767 // at least I'm not forcing retardedview by also assigning to angles_z
772 if (self.punchangle != '0 0 0')
774 f = vlen(self.punchangle) - 10 * frametime;
776 self.punchangle = normalize(self.punchangle) * f;
778 self.punchangle = '0 0 0';
781 if (self.punchvector != '0 0 0')
783 f = vlen(self.punchvector) - 30 * frametime;
785 self.punchvector = normalize(self.punchvector) * f;
787 self.punchvector = '0 0 0';
790 if (clienttype(self) == CLIENTTYPE_BOT)
792 if(playerdemo_read())
797 MUTATOR_CALLHOOK(PlayerPhysics);
799 self.items &~= IT_USING_JETPACK;
801 if(self.classname == "player")
803 if(self.race_penalty)
804 if(time > self.race_penalty)
805 self.race_penalty = 0;
807 not_allowed_to_move = 0;
808 if(self.race_penalty)
809 not_allowed_to_move = 1;
810 if(!cvar("sv_ready_restart_after_countdown"))
811 if(time < game_starttime)
812 not_allowed_to_move = 1;
814 if(not_allowed_to_move)
816 self.velocity = '0 0 0';
817 self.movetype = MOVETYPE_NONE;
818 self.disableclientprediction = 2;
820 else if(self.disableclientprediction == 2)
822 if(self.movetype == MOVETYPE_NONE)
823 self.movetype = MOVETYPE_WALK;
824 self.disableclientprediction = 0;
828 if (self.movetype == MOVETYPE_NONE)
835 if(self.runes & RUNE_SPEED)
837 if(self.runes & CURSE_SLOW)
838 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
840 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
842 else if(self.runes & CURSE_SLOW)
844 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
848 if(g_minstagib && (self.items & IT_INVINCIBLE))
850 maxspd_mod = cvar("g_minstagib_speed_moverate");
853 if(g_nexball && self.ballcarried)
855 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
860 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
863 if(self.classname != "player")
865 maxspd_mod = cvar("sv_spectator_speed_multiplier");
866 if(!self.spectatorspeed)
867 self.spectatorspeed = maxspd_mod;
868 if(self.impulse && self.impulse <= 19)
870 if(self.lastclassname != "player")
872 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
873 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
874 else if(self.impulse == 11)
875 self.spectatorspeed = maxspd_mod;
876 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
877 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
878 else if(self.impulse >= 1 && self.impulse <= 9)
879 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
880 } // otherwise just clear
883 maxspd_mod = self.spectatorspeed;
886 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
887 if(self.speed != spd)
891 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
892 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
893 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
894 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
897 maxspd_mod *= swampspd_mod; // only one common speed modder please!
900 // if dead, behave differently
904 if (!self.fixangle && !g_bugrigs)
907 self.angles_y = self.v_angle_y;
911 if(self.flags & FL_ONGROUND)
916 if(self.waterlevel < WATERLEVEL_SWIMMING)
917 if(time >= self.ladder_time)
920 self.nextstep = time + 0.3 + random() * 0.1;
921 trace_dphitq3surfaceflags = 0;
922 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
923 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
925 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
926 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
928 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
936 if(self.classname == "player")
938 if(self.flags & FL_ONGROUND)
940 if (cvar("g_multijump") > 0)
941 self.multijump_count = 0;
943 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
946 if (self.BUTTON_JUMP)
949 self.flags |= FL_JUMPRELEASED;
951 if (self.waterlevel == WATERLEVEL_SWIMMING)
953 self.prevjumpbutton = self.BUTTON_JUMP;
956 if (self.flags & FL_WATERJUMP )
958 self.velocity_x = self.movedir_x;
959 self.velocity_y = self.movedir_y;
960 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
962 self.flags &~= FL_WATERJUMP;
963 self.teleport_time = 0;
966 else if (g_bugrigs && self.classname == "player")
970 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
972 // noclipping or flying
973 self.flags &~= FL_ONGROUND;
975 self.velocity = self.velocity * (1 - frametime * sv_friction);
976 makevectors(self.v_angle);
977 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
978 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
980 wishdir = normalize(wishvel);
981 wishspeed = vlen(wishvel);
982 if (wishspeed > sv_maxspeed*maxspd_mod)
983 wishspeed = sv_maxspeed*maxspd_mod;
984 if (time >= self.teleport_time)
985 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
987 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
990 self.flags &~= FL_ONGROUND;
992 makevectors(self.v_angle);
993 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
994 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
995 if (wishvel == '0 0 0')
996 wishvel = '0 0 -60'; // drift towards bottom
998 wishdir = normalize(wishvel);
999 wishspeed = vlen(wishvel);
1000 if (wishspeed > sv_maxspeed*maxspd_mod)
1001 wishspeed = sv_maxspeed*maxspd_mod;
1002 wishspeed = wishspeed * 0.7;
1005 self.velocity = self.velocity * (1 - frametime * sv_friction);
1007 // water acceleration
1008 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1010 else if (time < self.ladder_time)
1012 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1013 self.flags &~= FL_ONGROUND;
1015 self.velocity = self.velocity * (1 - frametime * sv_friction);
1016 makevectors(self.v_angle);
1017 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1018 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1020 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
1022 self.velocity_z = self.velocity_z + sv_gravity * frametime;
1023 if (self.ladder_entity.classname == "func_water")
1026 if (f > self.ladder_entity.speed)
1027 wishvel = wishvel * (self.ladder_entity.speed / f);
1029 self.watertype = self.ladder_entity.skin;
1030 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1031 if ((self.origin_z + self.view_ofs_z) < f)
1032 self.waterlevel = WATERLEVEL_SUBMERGED;
1033 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1034 self.waterlevel = WATERLEVEL_SWIMMING;
1035 else if ((self.origin_z + self.mins_z + 1) < f)
1036 self.waterlevel = WATERLEVEL_WETFEET;
1039 self.waterlevel = WATERLEVEL_NONE;
1040 self.watertype = CONTENT_EMPTY;
1044 wishdir = normalize(wishvel);
1045 wishspeed = vlen(wishvel);
1046 if (wishspeed > sv_maxspeed*maxspd_mod)
1047 wishspeed = sv_maxspeed*maxspd_mod;
1048 if (time >= self.teleport_time)
1050 // water acceleration
1051 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1054 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1056 //makevectors(self.v_angle_y * '0 1 0');
1057 makevectors(self.v_angle);
1058 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1059 // add remaining speed as Z component
1060 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
1061 // fix speedhacks :P
1062 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1063 // add the unused velocity as up component
1066 // if(self.BUTTON_JUMP)
1067 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1069 // it is now normalized, so...
1070 float a_side, a_up, a_add, a_diff;
1071 a_side = cvar("g_jetpack_acceleration_side");
1072 a_up = cvar("g_jetpack_acceleration_up");
1073 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1075 wishvel_x *= a_side;
1076 wishvel_y *= a_side;
1082 //////////////////////////////////////////////////////////////////////////////////////
1083 // finding the maximum over all vectors of above form
1084 // with wishvel having an absolute value of 1
1085 //////////////////////////////////////////////////////////////////////////////////////
1086 // we're finding the maximum over
1087 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1088 // for z in the range from -1 to 1
1089 //////////////////////////////////////////////////////////////////////////////////////
1090 // maximum is EITHER attained at the single extreme point:
1091 a_diff = a_side * a_side - a_up * a_up;
1094 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1095 if(f > -1 && f < 1) // can it be attained?
1097 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1098 //print("middle\n");
1101 // OR attained at z = 1:
1102 f = (a_up + a_add) * (a_up + a_add);
1108 // OR attained at z = -1:
1109 f = (a_up - a_add) * (a_up - a_add);
1113 //print("bottom\n");
1116 //////////////////////////////////////////////////////////////////////////////////////
1118 //print("best possible acceleration: ", ftos(best), "\n");
1121 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1122 if(wishvel_z - sv_gravity > 0)
1123 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1125 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1128 fvel = vlen(wishvel);
1131 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1133 fvel = min(1, vlen(wishvel) / best);
1134 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1135 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1139 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1141 if (f > 0 && wishvel != '0 0 0')
1143 self.velocity = self.velocity + wishvel * f * frametime;
1144 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1145 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1146 self.flags &~= FL_ONGROUND;
1147 self.items |= IT_USING_JETPACK;
1149 // jetpack also inhibits health regeneration, but only for 1 second
1150 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1153 else if (self.flags & FL_ONGROUND)
1155 // we get here if we ran out of ammo
1156 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1157 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1160 makevectors(self.v_angle_y * '0 1 0');
1161 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1163 if(!(self.lastflags & FL_ONGROUND))
1165 if(cvar("speedmeter"))
1166 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1167 if(self.lastground < time - 0.3)
1168 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1169 if(self.jumppadcount > 1)
1170 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1171 self.jumppadcount = 0;
1174 #ifdef LETS_TEST_FTEQCC
1175 if(self.velocity_x || self.velocity_y)
1193 if (f < sv_stopspeed)
1194 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1196 f = 1 - frametime * sv_friction;
1198 self.velocity = self.velocity * f;
1200 self.velocity = '0 0 0';
1204 wishdir = normalize(wishvel);
1205 wishspeed = vlen(wishvel);
1206 if (wishspeed > sv_maxspeed*maxspd_mod)
1207 wishspeed = sv_maxspeed*maxspd_mod;
1209 wishspeed = wishspeed * 0.5;
1210 if (time >= self.teleport_time)
1211 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1216 // we get here if we ran out of ammo
1217 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1218 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1222 maxairspd = sv_maxairspeed*maxspd_mod;
1223 airaccel = sv_airaccelerate*maxspd_mod;
1227 maxairspd = sv_maxairspeed;
1228 airaccel = sv_airaccelerate;
1231 makevectors(self.v_angle_y * '0 1 0');
1232 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1234 wishdir = normalize(wishvel);
1235 wishspeed = wishspeed0 = vlen(wishvel);
1236 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1237 wishspeed0 = sv_maxspeed*maxspd_mod;
1238 if (wishspeed > maxairspd)
1239 wishspeed = maxairspd;
1241 wishspeed = wishspeed * 0.5;
1242 if (time >= self.teleport_time)
1249 airaccelqw = self.stat_sv_airaccel_qw;
1250 accelerating = (self.velocity * wishdir > 0);
1251 wishspeed2 = wishspeed;
1254 if(sv_airstopaccelerate)
1257 curdir = self.velocity;
1259 curdir = normalize(curdir);
1260 airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1262 // note that for straight forward jumping:
1263 // step = accel * frametime * wishspeed0;
1264 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1266 // dv/dt = accel * maxspeed (when slow)
1267 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1268 // log dv/dt = logaccel + logmaxspeed (when slow)
1269 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1270 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1271 if(sv_maxairstrafespeed)
1272 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1273 if(sv_airstrafeaccelerate)
1274 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1275 if(self.stat_sv_airstrafeaccel_qw)
1276 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));
1279 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1280 PM_AirAccelerate(wishdir, wishspeed);
1282 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1285 CPM_PM_Aircontrol(wishdir, wishspeed2);
1289 if((g_cts || g_race) && self.classname != "observer") {
1290 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1291 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1292 speedaward_holder = self.netname;
1293 speedaward_lastupdate = time;
1295 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1301 race_send_speedaward(MSG_ALL);
1302 speedaward_lastsent = speedaward_speed;
1303 if (speedaward_speed > speedaward_alltimebest) {
1304 speedaward_alltimebest = speedaward_speed;
1305 speedaward_alltimebest_holder = speedaward_holder;
1306 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1307 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1308 race_send_speedaward_alltimebest(MSG_ALL);
1313 if(self.flags & FL_ONGROUND)
1314 self.lastground = time;
1316 self.lastflags = self.flags;
1317 self.lastclassname = self.classname;