if (IS_SVQC) {
if (this.move_movetype == MOVETYPE_NONE) { return; }
// when we get here, disableclientprediction cannot be 2
- this.disableclientprediction = (this.move_qcphysics) ? -1 : 0;
+ if(this.move_movetype == MOVETYPE_FOLLOW) // not compatible with prediction
+ this.disableclientprediction = 1;
+ else if(this.move_qcphysics)
+ this.disableclientprediction = -1;
+ else
+ this.disableclientprediction = 0;
}
viewloc_PlayerPhysics(this);
PM_check_blocked(this);
- float maxspeed_mod = (!this.in_swamp) ? 1 : this.swamp_slowdown; // cvar("g_balance_swamp_moverate");
+ float maxspeed_mod = 1;
-// conveyors: first fix velocity
+ // conveyors: first fix velocity
if (this.conveyor.active) { this.velocity -= this.conveyor.movedir; }
MUTATOR_CALLHOOK(PlayerPhysics, this, dt);
if (this.flags & FL_WATERJUMP) {
this.velocity_x = this.movedir.x;
this.velocity_y = this.movedir.y;
- if (this.waterlevel == WATERLEVEL_NONE
- || time > PHYS_TELEPORT_TIME(this)
- || PHYS_WATERJUMP_TIME(this) <= 0
- ) {
+ if (time > this.teleport_time || this.waterlevel == WATERLEVEL_NONE) {
this.flags &= ~FL_WATERJUMP;
- PHYS_TELEPORT_TIME(this) = 0;
- PHYS_WATERJUMP_TIME(this) = 0;
+ this.teleport_time = 0;
}
} else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod, dt)) {
// handled
} else if (this.move_movetype == MOVETYPE_NOCLIP
- || this.move_movetype == MOVETYPE_FLY
- || this.move_movetype == MOVETYPE_FLY_WORLDONLY
- || MUTATOR_CALLHOOK(IsFlying, this)) {
+ || this.move_movetype == MOVETYPE_FLY
+ || this.move_movetype == MOVETYPE_FLY_WORLDONLY
+ || MUTATOR_CALLHOOK(IsFlying, this))
+ {
this.com_phys_friction = PHYS_FRICTION(this);
this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
sys_phys_simulate(this, dt);
this.com_phys_water = false;
this.jumppadcount = 0;
- } else if (time < this.ladder_time) {
+ } else if (this.ladder_entity) {
this.com_phys_friction = PHYS_FRICTION(this);
this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
- this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
+ this.com_phys_gravity = -PHYS_GRAVITY(this) * dt;
if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
this.com_phys_ladder = true;
this.com_phys_friction_air = true;
sys_phys_simulate(this, dt);
this.com_phys_friction_air = false;
this.com_phys_ladder = false;
- this.com_phys_gravity = '0 0 0';
+ this.com_phys_gravity = 0;
} else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
PM_jetpack(this, maxspeed_mod, dt);
- } else if (IS_ONGROUND(this)) {
+ } else if (IS_ONGROUND(this) && (!IS_ONSLICK(this) || !PHYS_SLICK_APPLYGRAVITY(this))) {
if (!WAS_ONGROUND(this)) {
emit(phys_land, this);
if (this.lastground < time - 0.3) {
}
}
this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
- this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
+ this.com_phys_gravity = -PHYS_GRAVITY(this) * dt;
if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
this.com_phys_ground = true;
this.com_phys_vel_2d = true;
sys_phys_simulate(this, dt);
this.com_phys_vel_2d = false;
this.com_phys_ground = false;
- this.com_phys_gravity = '0 0 0';
+ this.com_phys_gravity = 0;
} else {
this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
void sys_phys_postupdate(entity this)
{
if (IS_ONGROUND(this)) { this.lastground = time; }
-// conveyors: then break velocity again
+ // conveyors: then break velocity again
if (this.conveyor.active) { this.velocity += this.conveyor.movedir; }
this.lastflags = this.flags;
UNSET_ONGROUND(this);
if (this.com_phys_friction_air) {
- const vector g = -this.com_phys_gravity;
- this.velocity_z += g.z / 2;
+ const float grav = -this.com_phys_gravity;
+ this.velocity_z += grav / 2;
this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
- this.velocity_z += g.z / 2;
+ this.velocity_z += grav / 2;
}
}
if (this.com_phys_water) {
// water jump only in certain situations
// this mimics quakeworld code
- if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
+ if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc && !PHYS_FROZEN(this)) {
vector yawangles = '0 1 0' * this.v_angle.y;
vector forward, right, up;
MAKE_VECTORS(yawangles, forward, right, up);
MAKE_VECTORS(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')), forward, right, up);
// wishvel = forward * PHYS_CS(this).movement.x + right * PHYS_CS(this).movement.y + up * PHYS_CS(this).movement.z;
vector wishvel = forward * PHYS_CS(this).movement.x
- + right * PHYS_CS(this).movement.y
- + '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
+ + right * PHYS_CS(this).movement.y
+ + '0 0 1' * (PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1));
if (this.com_phys_water) {
- if (PHYS_INPUT_BUTTON_CROUCH(this)) {
- wishvel.z = -PHYS_MAXSPEED(this);
+ if (PHYS_FROZEN(this))
+ {
+ if(this.waterlevel >= WATERLEVEL_SUBMERGED && this.velocity.z >= -70) // don't change the speed too abruptally
+ wishvel = '0 0 160'; // resurface
+ else if(this.waterlevel >= WATERLEVEL_SWIMMING && this.velocity.z > 0)
+ wishvel = eZ * 1.3 * min(this.velocity.z, 160); // resurface a bit more above the surface
}
- if (this.viewloc) {
- wishvel.z = -160; // drift anyway
- } else if (wishvel == '0 0 0') {
- wishvel = '0 0 -60'; // drift towards bottom
+ else
+ {
+ if (PHYS_INPUT_BUTTON_CROUCH(this)) {
+ wishvel.z = -PHYS_MAXSPEED(this);
+ }
+ if (this.viewloc) {
+ wishvel.z = -160; // drift anyway
+ } else if (wishvel == '0 0 0') {
+ wishvel = '0 0 -60'; // drift towards bottom
+ }
}
}
if (this.com_phys_ladder) {
float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
if (this.com_phys_air) {
- if ((IS_SVQC && time >= PHYS_TELEPORT_TIME(this))
- || (IS_CSQC && PHYS_WATERJUMP_TIME(this) <= 0)) {
+ if (!(this.flags & FL_WATERJUMP)) {
// apply air speed limit
float airaccelqw = PHYS_AIRACCEL_QW(this);
float wishspeed0 = wishspeed;
// log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
float strafity = IsMoveInDirection(PHYS_CS(this).movement, -90) + IsMoveInDirection(PHYS_CS(this).movement, +90); // if one is nonzero, other is always zero
if (PHYS_MAXAIRSTRAFESPEED(this)) {
- wishspeed =
- min(wishspeed,
+ wishspeed = min(wishspeed,
GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
}
if (PHYS_AIRSTRAFEACCELERATE(this)) {
}
if (PHYS_AIRSTRAFEACCEL_QW(this)) {
airaccelqw =
- (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
- *
- (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
+ (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
+ *
+ (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
}
// !CPM
if (this.com_phys_water) {
wishspeed *= 0.7;
- // if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
+ // if (!(this.flags & FL_WATERJUMP)) // TODO: use
{
// water friction
float f = 1 - dt * PHYS_FRICTION(this);
}
// holding jump button swims upward slowly
- if (this.com_in_jump && !this.viewloc) {
+ if (this.com_in_jump && !this.viewloc && !PHYS_FROZEN(this)) {
// was:
// lava: 50
// slime: 80
// TODO: apply edge friction
// apply ground friction
const int realfriction = (IS_ONSLICK(this))
- ? PHYS_FRICTION_SLICK(this)
+ ? PHYS_FRICTION_SLICK(this)
: PHYS_FRICTION(this);
float f = sqrt(f2);
f = 1 - dt * realfriction
- * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
+ * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
f = max(0, f);
this.velocity *= f;
/*
return;
}
- if (IS_CSQC ? PHYS_WATERJUMP_TIME(this) <= 0 : time >= PHYS_TELEPORT_TIME(this)) {
+ if (!(this.flags & FL_WATERJUMP)) {
PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
}
}
vector g = '0 0 0';
if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
- vector acc = this.com_phys_acc;
vector vel = this.com_phys_vel;
vector pos = this.com_phys_pos;
this.angles += dt * this.avelocity;
float movetime = dt;
- for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; i++) {
+ for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; ++i) {
vector push = vel * movetime;
vector p0 = pos;
vector p1 = p0 + push;
ClipVelocity(vel, trace_plane_normal, vel, 1);
}
- this.com_phys_acc = acc;
this.com_phys_vel = vel;
this.com_phys_pos = pos;
setorigin(this, this.com_phys_pos);