return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
}
-float Physics_ClientOption(entity this, string option)
+float Physics_ClientOption(entity this, string option, float defaultval)
{
if(Physics_Valid(this.cvar_cl_physics))
{
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
- return cvar(strcat("sv_", option));
+ return defaultval;
}
void Physics_UpdateStats(entity this, float maxspd_mod)
{
- STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
- STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
- ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
+ STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
+ STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
+ ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
: 0;
- STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
- STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
+ STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
+ STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
// old stats
// fix some new settings
- STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
- STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
- STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
- STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
- STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
- STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
- STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
- STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
- STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
- STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
- STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
- STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
- STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
- STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
- STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
- STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
- STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
- STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
- STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
- STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
+ STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor", autocvar_sv_airaccel_qw_stretchfactor);
+ STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed", autocvar_sv_maxairstrafespeed);
+ STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed);
+ STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate", autocvar_sv_airstrafeaccelerate);
+ STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel", autocvar_sv_warsowbunny_turnaccel);
+ STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction", autocvar_sv_airaccel_sideways_friction);
+ STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
+ STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
+ STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
+ STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
+ STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
+ STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel", autocvar_sv_warsowbunny_accel);
+ STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio", autocvar_sv_warsowbunny_backtosideratio);
+ STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction", autocvar_sv_friction);
+ STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate", autocvar_sv_accelerate);
+ STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed", autocvar_sv_stopspeed);
+ STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate", autocvar_sv_airaccelerate);
+ STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate", autocvar_sv_airstopaccelerate);
+ STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
+ STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
}
#endif
return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
}
-float GeomLerp(float a, float lerp, float b)
+float GeomLerp(float a, float _lerp, float b)
{
- return a == 0 ? (lerp < 1 ? 0 : b)
- : b == 0 ? (lerp > 0 ? 0 : a)
- : a * pow(fabs(b / a), lerp);
+ return a == 0 ? (_lerp < 1 ? 0 : b)
+ : b == 0 ? (_lerp > 0 ? 0 : a)
+ : a * pow(fabs(b / a), _lerp);
}
#define unstick_offsets(X) \
#undef X
}
-void PM_ClientMovement_UpdateStatus(entity this, bool ground)
+void PM_ClientMovement_UpdateStatus(entity this)
{
#ifdef CSQC
if(!IS_PLAYER(this))
return;
- // make sure player is not stuck
- if(autocvar_cl_movement == 3)
- PM_ClientMovement_Unstick(this);
// set crouched
bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
if(this.hook && !wasfreed(this.hook))
do_crouch = false;
+ if(this.waterlevel >= WATERLEVEL_SWIMMING)
+ do_crouch = false;
if(hud != HUD_NORMAL)
do_crouch = false;
if(STAT(FROZEN, this))
}
}
- // set onground
- vector origin1 = this.origin + '0 0 1';
- vector origin2 = this.origin - '0 0 1';
-
- if (ground && autocvar_cl_movement == 3)
- {
- tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
- if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
- {
- SET_ONGROUND(this);
-
- // this code actually "predicts" an impact; so let's clip velocity first
- this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
- }
- else
- UNSET_ONGROUND(this);
- }
-
- if(autocvar_cl_movement == 3)
- {
- // set watertype/waterlevel
- origin1 = this.origin;
- origin1.z += this.mins_z + 1;
- this.waterlevel = WATERLEVEL_NONE;
-
- int thepoint = pointcontents(origin1);
-
- this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
-
- if (this.watertype)
- {
- this.waterlevel = WATERLEVEL_WETFEET;
- origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
- thepoint = pointcontents(origin1);
- if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
- {
- this.waterlevel = WATERLEVEL_SWIMMING;
- origin1.z = this.origin.z + 22;
- thepoint = pointcontents(origin1);
- if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
- this.waterlevel = WATERLEVEL_SUBMERGED;
- }
- }
- }
-
if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
pmove_waterjumptime = 0;
#endif
}
-void PM_ClientMovement_Move(entity this)
-{
-#ifdef CSQC
-
- PM_ClientMovement_UpdateStatus(this, false);
- if(autocvar_cl_movement == 1)
- return;
-
- int bump;
- float t;
- float f;
- vector neworigin;
- vector currentorigin2;
- vector neworigin2;
- vector primalvelocity;
-
- vector trace1_endpos = '0 0 0';
- vector trace2_endpos = '0 0 0';
- vector trace3_endpos = '0 0 0';
- float trace1_fraction = 0;
- float trace2_fraction = 0;
- float trace3_fraction = 0;
- vector trace1_plane_normal = '0 0 0';
- vector trace2_plane_normal = '0 0 0';
- vector trace3_plane_normal = '0 0 0';
-
- primalvelocity = this.velocity;
- for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
- {
- neworigin = this.origin + t * this.velocity;
- tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
- trace1_endpos = trace_endpos;
- trace1_fraction = trace_fraction;
- trace1_plane_normal = trace_plane_normal;
- if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
- {
- // may be a step or wall, try stepping up
- // first move forward at a higher level
- currentorigin2 = this.origin;
- currentorigin2_z += PHYS_STEPHEIGHT(this);
- neworigin2 = neworigin;
- neworigin2_z += PHYS_STEPHEIGHT(this);
- tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
- trace2_endpos = trace_endpos;
- trace2_fraction = trace_fraction;
- trace2_plane_normal = trace_plane_normal;
- if(!trace_startsolid)
- {
- // then move down from there
- currentorigin2 = trace2_endpos;
- neworigin2 = trace2_endpos;
- neworigin2_z = this.origin_z;
- tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
- trace3_endpos = trace_endpos;
- trace3_fraction = trace_fraction;
- trace3_plane_normal = trace_plane_normal;
- // accept the new trace if it made some progress
- if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
- {
- trace1_endpos = trace2_endpos;
- trace1_fraction = trace2_fraction;
- trace1_plane_normal = trace2_plane_normal;
- trace1_endpos = trace3_endpos;
- }
- }
- }
-
- // check if it moved at all
- if(trace1_fraction >= 0.001)
- setorigin(this, trace1_endpos);
-
- // check if it moved all the way
- if(trace1_fraction == 1)
- break;
-
- // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
- // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
- // this got commented out in a change that supposedly makes the code match QW better
- // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
- if(trace1_plane_normal_z > 0.7)
- SET_ONGROUND(this);
-
- t -= t * trace1_fraction;
-
- f = (this.velocity * trace1_plane_normal);
- this.velocity = this.velocity + -f * trace1_plane_normal;
- }
- if(PHYS_TELEPORT_TIME(this) > 0)
- this.velocity = primalvelocity;
-#endif
-}
-
void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
{
float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
bool doublejump = false;
float mjumpheight = PHYS_JUMPVELOCITY(this);
- if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
+ if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
return true;
- doublejump = player_multijump;
- mjumpheight = player_jumpheight;
+ mjumpheight = M_ARGV(1, float);
+ doublejump = M_ARGV(2, bool);
if (this.waterlevel >= WATERLEVEL_SWIMMING)
{
animdecide_setaction(this, ANIMACTION_JUMP, true);
if (autocvar_g_jump_grunt)
- PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
#endif
return true;
}
void CheckPlayerJump(entity this)
{
#ifdef SVQC
- float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
+ bool was_flying = boolean(ITEMS_STAT(this) & IT_USING_JETPACK);
#endif
if (JETPACK_JUMP(this) < 2)
ITEMS_STAT(this) &= ~IT_USING_JETPACK;
if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
{
- float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
- float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
- float has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
+ bool playerjump = PlayerJump(this); // required
+
+ bool air_jump = !playerjump || M_ARGV(2, bool);
+ bool activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
+ bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
else if (this.jetpack_stopped) { }
string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
.float specialcommand_pos;
-void SpecialCommand()
+void SpecialCommand(entity this)
{
#ifdef SVQC
- if (!CheatImpulse(CHIMPULSE_GIVE_ALL.impulse))
+ if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
LOG_INFO("A hollow voice says \"Plugh\".\n");
#endif
}
-float PM_check_specialcommand(entity this, float buttons)
+bool PM_check_specialcommand(entity this, int buttons)
{
#ifdef SVQC
string c;
if (this.specialcommand_pos >= strlen(specialcommand))
{
this.specialcommand_pos = 0;
- SpecialCommand();
+ SpecialCommand(this);
return true;
}
}
entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
? GS_FALL_METAL
: GS_FALL;
- GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ float vol = ((IS_DUCKED(this)) ? VOL_MUFFLED : VOL_BASE);
+ GlobalSound(this, gs, CH_PLAYER, vol, VOICETYPE_PLAYERSOUND);
#endif
}
entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
? GS_STEP_METAL
: GS_STEP;
- GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ GlobalSound(this, gs, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
}
#endif
}
float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
#ifdef SVQC
if(time >= PHYS_TELEPORT_TIME(this))
+#elif defined(CSQC)
+ if(pmove_waterjumptime <= 0)
#endif
PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
}
void PM_swim(entity this, float maxspd_mod)
{
this.velocity = forward * 50;
this.velocity_z = 310;
- #ifdef CSQC
- pmove_waterjumptime = 2;
- #endif
UNSET_ONGROUND(this);
SET_JUMP_HELD(this);
}
}
}
makevectors(this.v_angle);
+ float wishdown = this.movement.z;
+ if(PHYS_INPUT_BUTTON_CROUCH(this))
+ wishdown = -PHYS_MAXSPEED(this);
//wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
vector wishvel = v_forward * this.movement.x
+ v_right * this.movement.y
- + '0 0 1' * this.movement.z;
+ + '0 0 1' * wishdown;
if(this.viewloc)
wishvel.z = -160; // drift anyway
else if (wishvel == '0 0 0')
wishvel = '0 0 -60'; // drift towards bottom
-
vector wishdir = normalize(wishvel);
float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
- if (IS_DUCKED(this))
- wishspeed *= 0.5;
-
// if (pmove_waterjumptime <= 0) // TODO: use
{
// water friction
{
if (IS_NEXUIZ_DERIVED(gamemode))
#endif
+ if(this.waterlevel >= WATERLEVEL_SUBMERGED)
+ this.velocity_z = PHYS_MAXSPEED(this);
+ else
this.velocity_z = 200;
#if 0
else
{
// water acceleration
PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
}
}
// acceleration
vector wishdir = normalize(wishvel);
float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
+#ifdef SVQC
if(time >= PHYS_TELEPORT_TIME(this))
+#elif defined(CSQC)
+ if(pmove_waterjumptime <= 0)
+#endif
// water acceleration
PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
}
void PM_jetpack(entity this, float maxspd_mod)
float a_up = PHYS_JETPACK_ACCEL_UP(this);
float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
+ if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
+
wishvel_x *= a_side;
wishvel_y *= a_side;
wishvel_z *= a_up;
wishvel_z += a_add;
+ if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { wishvel_z *= -1; }
+
float best = 0;
//////////////////////////////////////////////////////////////////////////////////////
// finding the maximum over all vectors of above form
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
#endif
}
-
-#ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- {
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- else
- this.velocity_z -= g;
- }
- PM_ClientMovement_Move(this);
- if(autocvar_cl_movement == 3)
- {
- if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- }
-#endif
}
void PM_walk(entity this, float maxspd_mod)
const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
this.velocity += accelspeed * wishdir;
}
-#ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- {
- if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
- this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
- }
- if (vdist(this.velocity, >, 0))
- PM_ClientMovement_Move(this);
- if(autocvar_cl_movement == 3)
- {
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
- this.velocity_z -= g * 0.5;
- }
-#endif
}
void PM_air(entity this, float buttons_prev, float maxspd_mod)
if (PHYS_AIRCONTROL(this))
CPM_PM_Aircontrol(this, wishdir, wishspeed2);
}
-#ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- else
- this.velocity_z -= g;
-#endif
- PM_ClientMovement_Move(this);
-#ifdef CSQC
- if(autocvar_cl_movement == 3)
- if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
-#endif
}
// used for calculating airshots
return true;
}
-#ifdef CSQC
-float autocvar_slowmo;
-#endif
-
void PM_Main(entity this)
{
int buttons = PHYS_INPUT_BUTTON_MASK(this);
UNSET_JUMP_HELD(this); // canjump = true
pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
- PM_ClientMovement_UpdateStatus(this, true);
+ PM_ClientMovement_UpdateStatus(this);
#endif
this.oldmovement = this.movement;
if (this.PlayerPhysplug(this))
return;
#elif defined(CSQC)
- if(autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
- cvar_set("slowmo", ftos(STAT(MOVEVARS_TIMESCALE)));
+ if(hud != HUD_NORMAL)
+ return; // no vehicle prediction (yet)
#endif
#ifdef SVQC
if (!allowed_to_move)
{
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.disableclientprediction = 2;
}
else if (this.disableclientprediction == 2)
{
- if (this.movetype == MOVETYPE_NONE)
- this.movetype = MOVETYPE_WALK;
+ if (this.move_movetype == MOVETYPE_NONE)
+ set_movetype(this, MOVETYPE_WALK);
this.disableclientprediction = 0;
}
}
#endif
#ifdef SVQC
- if (this.movetype == MOVETYPE_NONE)
+ if (this.move_movetype == MOVETYPE_NONE)
return;
// when we get here, disableclientprediction cannot be 2
- this.disableclientprediction = 0;
+ this.disableclientprediction = (this.move_qcphysics) ? -1 : 0;
#endif
viewloc_PlayerPhysics(this);
{
this.velocity_x = this.movedir.x;
this.velocity_y = this.movedir.y;
- if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE
+ if (this.waterlevel == WATERLEVEL_NONE
#ifdef CSQC
|| pmove_waterjumptime <= 0
+ #elif defined(SVQC)
+ || time > PHYS_TELEPORT_TIME(this)
#endif
)
{
this.flags &= ~FL_WATERJUMP;
- PHYS_TELEPORT_TIME(this) = 0;
#ifdef CSQC
pmove_waterjumptime = 0;
+ #elif defined(CSQC)
+ PHYS_TELEPORT_TIME(this) = 0;
#endif
}
}
{ }
#ifdef SVQC
- else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
+ else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
#elif defined(CSQC)
else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
#endif
}
#if defined(SVQC)
-void SV_PlayerPhysics()
+void SV_PlayerPhysics(entity this)
#elif defined(CSQC)
void CSQC_ClientMovement_PlayerMove_Frame(entity this)
#endif
{
+ PM_Main(this);
+
#ifdef SVQC
- SELFPARAM();
+ this.pm_frametime = frametime;
#endif
- PM_Main(this);
}