#pragma once // Client/server mappings #ifdef SVQC // TODO: get rid of this random dumb include! #include float autocvar_sv_airaccel_qw; float autocvar_sv_airstrafeaccel_qw; float autocvar_sv_airspeedlimit_nonqw; float autocvar_sv_airaccel_qw_stretchfactor; float autocvar_sv_maxairstrafespeed; float autocvar_sv_airstrafeaccelerate; float autocvar_sv_warsowbunny_turnaccel; float autocvar_sv_airaccel_sideways_friction; float autocvar_sv_aircontrol; float autocvar_sv_aircontrol_power; float autocvar_sv_aircontrol_backwards; float autocvar_sv_aircontrol_sidewards; float autocvar_sv_aircontrol_penalty; float autocvar_sv_warsowbunny_airforwardaccel; float autocvar_sv_warsowbunny_topspeed; float autocvar_sv_warsowbunny_accel; float autocvar_sv_warsowbunny_backtosideratio; float autocvar_sv_friction; float autocvar_sv_accelerate; float autocvar_sv_stopspeed; float autocvar_sv_airaccelerate; float autocvar_sv_airstopaccelerate; float autocvar_sv_track_canjump; string autocvar_g_physics_clientselect_options; string autocvar_g_physics_clientselect_default; bool autocvar_g_jump_grunt; bool autocvar_g_physics_clientselect; float autocvar_g_maxspeed; float autocvar_g_movement_highspeed = 1; bool autocvar_g_movement_highspeed_q3_compat = 0; //float autocvar_g_nick_flood_penalty; int autocvar_g_nick_flood_penalty_red; int autocvar_g_nick_flood_penalty_yellow; //float autocvar_g_nick_flood_timeout; bool autocvar_speedmeter; string autocvar_sv_jumpspeedcap_max; float autocvar_sv_jumpspeedcap_max_disable_on_ramps; string autocvar_sv_jumpspeedcap_min; float autocvar_sv_jumpvelocity; float autocvar_sv_jumpvelocity_crouch; float autocvar_sv_maxairspeed; float autocvar_sv_maxspeed; bool autocvar_g_footsteps; #endif .entity conveyor; .float race_penalty; .float gravity; .float swamp_slowdown; .float lastflags; .float lastground; .bool wasFlying; .int buttons_old; .vector movement_old; .vector v_angle_old; .string lastclassname; .float(entity,float) PlayerPhysplug; float AdjustAirAccelQW(float accelqw, float factor); bool IsFlying(entity a); #ifdef GAMEQC REPLICATE_INIT(string, cvar_cl_physics); REPLICATE_INIT(bool, cvar_cl_jetpack_jump); REPLICATE_INIT(bool, cvar_cl_movement_track_canjump); #endif #define PHYS_PL_MAX(s) STAT(PL_MAX, s) #define PHYS_PL_MIN(s) STAT(PL_MIN, s) #define PHYS_PL_CROUCH_MAX(s) STAT(PL_CROUCH_MAX, s) #define PHYS_PL_CROUCH_MIN(s) STAT(PL_CROUCH_MIN, s) #define PHYS_PL_VIEWOFS(s) STAT(PL_VIEW_OFS, s) #define PHYS_PL_CROUCH_VIEWOFS(s) STAT(PL_CROUCH_VIEW_OFS, s) #define PHYS_VIEWHEIGHT(s) STAT(VIEWHEIGHT, s) #define PHYS_HEALTH(s) STAT(HEALTH, s) #define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s) #define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s) #define PHYS_AIRACCEL_QW(s) STAT(MOVEVARS_AIRACCEL_QW, s) #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s) #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s) STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s) #define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s) #define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s) #define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s) #define PHYS_AIRCONTROL_BACKWARDS(s) STAT(MOVEVARS_AIRCONTROL_BACKWARDS, s) #define PHYS_AIRCONTROL_SIDEWARDS(s) STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, s) #define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s) #define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s) #define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s) #define PHYS_AIRSTRAFEACCEL_QW(s) STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s) #define PHYS_AMMO_FUEL(s) STAT(FUEL, s) #define PHYS_DODGING_FROZEN(s) STAT(DODGING_FROZEN, s) #define PHYS_FRICTION(s) STAT(MOVEVARS_FRICTION, s) #define PHYS_FRICTION_ONLAND(s) STAT(MOVEVARS_FRICTION_ONLAND, s) #define PHYS_FRICTION_SLICK(s) STAT(MOVEVARS_FRICTION_SLICK, s) #define PHYS_FROZEN(s) STAT(FROZEN, s) #define PHYS_HIGHSPEED(s) STAT(MOVEVARS_HIGHSPEED, s) #define PHYS_JETPACK_ACCEL_SIDE(s) STAT(JETPACK_ACCEL_SIDE, s) #define PHYS_JETPACK_ACCEL_UP(s) STAT(JETPACK_ACCEL_UP, s) #define PHYS_JETPACK_ANTIGRAVITY(s) STAT(JETPACK_ANTIGRAVITY, s) #define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s) #define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s) #define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s) #define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s) #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS) #define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s) #define PHYS_JUMPVELOCITY_CROUCH(s) STAT(MOVEVARS_JUMPVELOCITY_CROUCH, s) #define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s) #define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s) #define PHYS_MAXSPEED(s) STAT(MOVEVARS_MAXSPEED, s) #define PHYS_STOPSPEED(s) STAT(MOVEVARS_STOPSPEED, s) #define PHYS_TRACK_CANJUMP(s) STAT(MOVEVARS_TRACK_CANJUMP, s) #define PHYS_WARSOWBUNNY_ACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s) #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s) #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s) #define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s) #define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s) #define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY) #define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s) #define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s) #define PHYS_INPUT_BUTTON_ATCK2(s) PHYS_INPUT_BUTTON_BUTTON3(s) #define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s) #define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s) #define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s) #define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s) // button7 is FREE #define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s) #define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s) #define PHYS_INPUT_BUTTON_CHAT(s) PHYS_INPUT_BUTTON_BUTTON_CHAT(s) #define PHYS_INPUT_BUTTON_PRYDON(s) PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s) #define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s) #define PHYS_INPUT_BUTTON_DODGE(s) PHYS_INPUT_BUTTON_BUTTON11(s) #define PHYS_INPUT_BUTTON_MINIGAME(s) PHYS_INPUT_BUTTON_BUTTON12(s) #ifdef CSQC STATIC_INIT(PHYS_INPUT_BUTTON) { localcmd("alias +hook +button6\n"); localcmd("alias -hook -button6\n"); localcmd("alias +jetpack +button10\n"); localcmd("alias -jetpack -button10\n"); localcmd("alias +dodge +button11\n"); localcmd("alias -dodge -button11\n"); } #endif // if more buttons are needed, start using impulse bits as buttons #define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0) #define PHYS_INPUT_BUTTON_FORWARD(s) (PHYS_INPUT_MOVEVALUES(s).x > 0) #define PHYS_INPUT_BUTTON_LEFT(s) (PHYS_INPUT_MOVEVALUES(s).y < 0) #define PHYS_INPUT_BUTTON_RIGHT(s) (PHYS_INPUT_MOVEVALUES(s).y > 0) // used for special commands and idle checking, not from the engine // TODO: cache #define PHYS_INPUT_BUTTON_MASK(s) ( \ (BIT(0) * PHYS_INPUT_BUTTON_ATCK(s)) \ | (BIT(1) * PHYS_INPUT_BUTTON_JUMP(s)) \ | (BIT(2) * PHYS_INPUT_BUTTON_ATCK2(s)) \ | (BIT(3) * PHYS_INPUT_BUTTON_ZOOM(s)) \ | (BIT(4) * PHYS_INPUT_BUTTON_CROUCH(s)) \ | (BIT(5) * PHYS_INPUT_BUTTON_HOOK(s)) \ | (BIT(6) * PHYS_INPUT_BUTTON_USE(s)) \ | (BIT(7) * PHYS_INPUT_BUTTON_BACKWARD(s)) \ | (BIT(8) * PHYS_INPUT_BUTTON_FORWARD(s)) \ | (BIT(9) * PHYS_INPUT_BUTTON_LEFT(s)) \ | (BIT(10) * PHYS_INPUT_BUTTON_RIGHT(s)) \ ) #define IS_JUMP_HELD(s) (!((s).flags & FL_JUMPRELEASED)) #define SET_JUMP_HELD(s) ((s).flags &= ~FL_JUMPRELEASED) #define UNSET_JUMP_HELD(s) ((s).flags |= FL_JUMPRELEASED) #define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND) #define WAS_ONSLICK(s) boolean((s).lastflags & FL_ONSLICK) #define IS_DUCKED(s) (boolean((s).flags & FL_DUCKED)) #define SET_DUCKED(s) ((s).flags |= FL_DUCKED) #define UNSET_DUCKED(s) ((s).flags &= ~FL_DUCKED) #define ITEMS_STAT(s) ((s).items) .float teleport_time; #ifdef CSQC #define PHYS_FIXANGLE(s) ('0 0 0') string autocvar_cl_jumpspeedcap_min; string autocvar_cl_jumpspeedcap_max; .float watertype; .float waterlevel; .int items; .vector movement; // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees // x is pitch: positive means down (unlike .angles) // y is yaw: between -180 and 180, increases when turning left // z is roll: positive means tilted clockwise, usually is 0 // when .fixangle is set, the player's view will change to the direction where the model is facing // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794 .vector v_angle; .entity hook; // TODO #define IS_CLIENT(s) (((s).isplayermodel & ISPLAYER_CLIENT) || (s) == csqcplayer) #define IS_PLAYER(s) ((s).isplayermodel & ISPLAYER_PLAYER) #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel && (s) != csqcplayer) #define IS_DEAD(s) (((s).classname == "ENT_CLIENT_MODEL") ? (s).csqcmodel_isdead : (GetResource((s), RES_HEALTH) <= 0)) //float player_multijump; //float player_jumpheight; #define PHYS_INPUT_ANGLES(s) input_angles // TODO #define PHYS_WORLD_ANGLES(s) input_angles #define PHYS_INPUT_TIMELENGTH input_timelength #define PHYS_INPUT_FRAMETIME serverdeltatime #define PHYS_INPUT_MOVEVALUES(s) input_movevalues #define PHYS_CS(s) (s) #define PHYS_INPUT_BUTTON_BUTTON1(s) boolean(input_buttons & BIT(0)) #define PHYS_INPUT_BUTTON_BUTTON2(s) boolean(input_buttons & BIT(1)) #define PHYS_INPUT_BUTTON_BUTTON3(s) boolean(input_buttons & BIT(2)) #define PHYS_INPUT_BUTTON_BUTTON4(s) boolean(input_buttons & BIT(3)) #define PHYS_INPUT_BUTTON_BUTTON5(s) boolean(input_buttons & BIT(4)) #define PHYS_INPUT_BUTTON_BUTTON6(s) boolean(input_buttons & BIT(5)) #define PHYS_INPUT_BUTTON_BUTTON7(s) boolean(input_buttons & BIT(6)) #define PHYS_INPUT_BUTTON_BUTTON8(s) boolean(input_buttons & BIT(7)) #define PHYS_INPUT_BUTTON_BUTTON_USE(s) boolean(input_buttons & BIT(8)) #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) boolean(input_buttons & BIT(9)) #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) boolean(input_buttons & BIT(10)) #define PHYS_INPUT_BUTTON_BUTTON9(s) boolean(input_buttons & BIT(11)) #define PHYS_INPUT_BUTTON_BUTTON10(s) boolean(input_buttons & BIT(12)) #define PHYS_INPUT_BUTTON_BUTTON11(s) boolean(input_buttons & BIT(13)) #define PHYS_INPUT_BUTTON_BUTTON12(s) boolean(input_buttons & BIT(14)) #define PHYS_INPUT_BUTTON_BUTTON13(s) boolean(input_buttons & BIT(15)) #define PHYS_INPUT_BUTTON_BUTTON14(s) boolean(input_buttons & BIT(16)) #define PHYS_INPUT_BUTTON_BUTTON15(s) boolean(input_buttons & BIT(17)) #define PHYS_INPUT_BUTTON_BUTTON16(s) boolean(input_buttons & BIT(18)) #define PHYS_INVEHICLE(s) (boolean(hud != HUD_NORMAL)) #define PHYS_JUMPSPEEDCAP_MIN autocvar_cl_jumpspeedcap_min #define PHYS_JUMPSPEEDCAP_MAX autocvar_cl_jumpspeedcap_max #define PHYS_CL_TRACK_CANJUMP(s) STAT(MOVEVARS_CL_TRACK_CANJUMP, s) #elif defined(SVQC) #define PHYS_FIXANGLE(s) ((s).fixangle) bool Physics_Valid(string thecvar); void Physics_UpdateStats(entity this); void PM_UpdateButtons(entity this, entity store); /** Not real stats */ .string jumpspeedcap_min; .string jumpspeedcap_max; // footstep interval .float nextstep; #define PHYS_INPUT_ANGLES(s) ((s).v_angle) #define PHYS_WORLD_ANGLES(s) ((s).angles) #define PHYS_INPUT_TIMELENGTH frametime #define PHYS_INPUT_FRAMETIME sys_frametime #define PHYS_INPUT_MOVEVALUES(s) CS(s).movement #define PHYS_CS(s) CS(s) #define PHYS_INPUT_BUTTON_BUTTON1(s) (CS(s).button0) #define PHYS_INPUT_BUTTON_BUTTON2(s) (CS(s).button2) #define PHYS_INPUT_BUTTON_BUTTON3(s) (CS(s).button3) #define PHYS_INPUT_BUTTON_BUTTON4(s) (CS(s).button4) #define PHYS_INPUT_BUTTON_BUTTON5(s) (CS(s).button5) #define PHYS_INPUT_BUTTON_BUTTON6(s) (CS(s).button6) #define PHYS_INPUT_BUTTON_BUTTON7(s) (CS(s).button7) #define PHYS_INPUT_BUTTON_BUTTON8(s) (CS(s).button8) #define PHYS_INPUT_BUTTON_BUTTON_USE(s) (CS(s).buttonuse) #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) (CS(s).buttonchat) #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) (CS(s).cursor_active) #define PHYS_INPUT_BUTTON_BUTTON9(s) (CS(s).button9) #define PHYS_INPUT_BUTTON_BUTTON10(s) (CS(s).button10) #define PHYS_INPUT_BUTTON_BUTTON11(s) (CS(s).button11) #define PHYS_INPUT_BUTTON_BUTTON12(s) (CS(s).button12) #define PHYS_INPUT_BUTTON_BUTTON13(s) (CS(s).button13) #define PHYS_INPUT_BUTTON_BUTTON14(s) (CS(s).button14) #define PHYS_INPUT_BUTTON_BUTTON15(s) (CS(s).button15) #define PHYS_INPUT_BUTTON_BUTTON16(s) (CS(s).button16) #define PHYS_INVEHICLE(s) (boolean((s).vehicle != NULL)) #define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min #define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max #define PHYS_CL_TRACK_CANJUMP(s) (CS_CVAR(s).cvar_cl_movement_track_canjump) #endif #ifdef SVQC // FIXME/EXPLAINME: why? Mario: because vector autocvar_sv_player_maxs = '16 16 45'; vector autocvar_sv_player_mins = '-16 -16 -24'; vector autocvar_sv_player_viewoffset = '0 0 35'; vector autocvar_sv_player_crouch_maxs = '16 16 25'; vector autocvar_sv_player_crouch_mins = '-16 -16 -24'; vector autocvar_sv_player_crouch_viewoffset = '0 0 20'; //vector autocvar_sv_player_headsize = '24 24 12'; #endif REGISTER_NET_C2S(setpause) #ifdef CSQC void unpause_update() { static bool waspaused; bool ispaused = PHYS_INPUT_BUTTON_CHAT(this); if (ispaused == waspaused) return; waspaused = ispaused; // if (!serverispaused) return; // TODO: find out somehow if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases int channel = MSG_C2S; WriteHeader(channel, setpause); WriteByte(channel, ispaused); } #endif #ifdef SVQC NET_HANDLE(setpause, bool) { bool ispaused = boolean(ReadByte()); PHYS_INPUT_BUTTON_CHAT(sender) = ispaused; return true; } #endif