X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=2df6c1c4fefb2ffbad069cb587cd27e82f22bdff;hp=52477cb9a8976093372af11c0119dbd37238c3f7;hb=392daf627bb137aadf4c156dc8dfc4906475840e;hpb=d0e76dbc27498aac3bdc6bfc5cc2caa32bbac797 diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index 52477cb9a..2df6c1c4f 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -13,12 +13,16 @@ float sv_airaccel_qw; float sv_airstopaccelerate; float sv_airstrafeaccelerate; float sv_maxairstrafespeed; +float sv_airstrafeaccel_qw; float sv_aircontrol; +float sv_aircontrol_power; +float sv_aircontrol_penalty; float sv_warsowbunny_airforwardaccel; float sv_warsowbunny_accel; float sv_warsowbunny_topspeed; float sv_warsowbunny_turnaccel; float sv_warsowbunny_backtosideratio; +float sv_airspeedlimit_nonqw; .float ladder_time; .entity ladder_entity; @@ -29,6 +33,10 @@ float sv_warsowbunny_backtosideratio; .float wasFlying; .float spectatorspeed; +.float multijump_count; +.float multijump_ready; +.float prevjumpbutton; + /* ============= PlayerJump @@ -39,6 +47,15 @@ When you press the jump key void PlayerJump (void) { float mjumpheight; + float doublejump; + + doublejump = FALSE; + if (sv_doublejump) + { + tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self); + if (trace_fraction < 1 && trace_plane_normal_z > 0.7) + doublejump = TRUE; + } mjumpheight = cvar("sv_jumpvelocity"); if (self.waterlevel >= WATERLEVEL_SWIMMING) @@ -53,8 +70,58 @@ void PlayerJump (void) return; } - if (!(self.flags & FL_ONGROUND)) - return; + if (cvar("g_multijump")) + { + if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair + self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again + else + self.multijump_ready = FALSE; + } + + if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed")) + { + // doublejump = FALSE; // checked above in the if + if (cvar("g_multijump") > 0) + { + if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity + { + if (self.velocity_z < mjumpheight) + { + doublejump = TRUE; + self.velocity_z = 0; + } + } + else + doublejump = TRUE; + + if(doublejump) + { + if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys + { + float curspeed; + vector wishvel, wishdir; + + curspeed = max( + vlen(vec2(self.velocity)), // current xy speed + vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs + ); + makevectors(self.v_angle_y * '0 1 0'); + wishvel = v_forward * self.movement_x + v_right * self.movement_y; + wishdir = normalize(wishvel); + + self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump + self.velocity_y = wishdir_y * curspeed; + // keep velocity_z unchanged! + } + self.multijump_count += 1; + } + } + self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump + } + + if (!doublejump) + if (!(self.flags & FL_ONGROUND)) + return; if(!sv_pogostick) if (!(self.flags & FL_JUMPRELEASED)) @@ -83,15 +150,34 @@ void PlayerJump (void) mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight"); } + // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline + // velocity bounds. Final velocity is bound between (jumpheight * + // min + jumpheight) and (jumpheight * max + jumpheight); + if(cvar_string("sv_jumpspeedcap_min") != "") - self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z); - if(cvar_string("sv_jumpspeedcap_max") != "") { - if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) { - // don't do jump speedcaps on ramps to preserve old xonotic ramjump style - //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n"); + { + float minjumpspeed; + + minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min"); + + if (self.velocity_z < minjumpspeed) + mjumpheight += minjumpspeed - self.velocity_z; + } + + if(cvar_string("sv_jumpspeedcap_max") != "") + { + // don't do jump speedcaps on ramps to preserve old xonotic ramjump style + tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self); + + if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps"))) + { + float maxjumpspeed; + + maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max"); + + if (self.velocity_z > maxjumpspeed) + mjumpheight -= self.velocity_z - maxjumpspeed; } - else - self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z; } if(!(self.lastflags & FL_ONGROUND)) @@ -286,8 +372,7 @@ void RaceCarPhysics() float mt; rigvel_z -= frametime * sv_gravity; // 4x gravity plays better - rigvel_xy = rigvel; - rigvel_xy_z = 0; + rigvel_xy = vec2(rigvel); if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions mt = MOVE_NORMAL; @@ -385,7 +470,7 @@ float IsMoveInDirection(vector mv, float angle) // key mix factor { if(mv_x == 0 && mv_y == 0) return 0; // avoid division by zero - angle = RAD2DEG * atan2(mv_y, mv_x); + angle -= RAD2DEG * atan2(mv_y, mv_x); angle = remainder(angle, 360) / 45; if(angle > 1) return 0; @@ -394,6 +479,25 @@ float IsMoveInDirection(vector mv, float angle) // key mix factor return 1 - fabs(angle); } +float GeomLerp(float a, float lerp, float b) +{ + if(a == 0) + { + if(lerp < 1) + return 0; + else + return b; + } + if(b == 0) + { + if(lerp > 0) + return 0; + else + return a; + } + return a * pow(fabs(b / a), lerp); +} + void CPM_PM_Aircontrol(vector wishdir, float wishspeed) { float zspeed, xyspeed, dot, k; @@ -416,10 +520,12 @@ void CPM_PM_Aircontrol(vector wishdir, float wishspeed) xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity); dot = self.velocity * wishdir; - k *= sv_aircontrol*dot*dot*frametime; if(dot > 0) // we can't change direction while slowing down { + k *= pow(dot, sv_aircontrol_power)*frametime; + xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32); + k *= sv_aircontrol; self.velocity = normalize(self.velocity * xyspeed + wishdir * k); } @@ -427,12 +533,17 @@ void CPM_PM_Aircontrol(vector wishdir, float wishspeed) self.velocity_z = zspeed; } +float AdjustAirAccelQW(float accelqw, float factor) +{ + return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw); +} + // example config for alternate speed clamping: // sv_airaccel_qw 0.8 // sv_airaccel_sideways_friction 0 // prvm_globalset server speedclamp_mode 1 // (or 2) -void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric) +void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit) { float vel_straight; float vel_z; @@ -453,12 +564,14 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce vel_straight = self.velocity * wishdir; vel_z = self.velocity_z; - vel_xy = self.velocity - vel_z * '0 0 1'; + vel_xy = vec2(self.velocity); vel_perpend = vel_xy - vel_straight * wishdir; step = accel * frametime * wishspeed0; vel_xy_current = vlen(vel_xy); + if(speedlimit) + accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed)); vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw); vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw); if(vel_xy_backward < 0) @@ -583,7 +696,6 @@ void race_send_speedaward_alltimebest(float msg) string GetMapname(void); float speedaward_lastupdate; float speedaward_lastsent; -.float jumppadusetime; void SV_PlayerPhysics() { local vector wishvel, wishdir, v; @@ -592,6 +704,14 @@ void SV_PlayerPhysics() float buttons_prev; float not_allowed_to_move; string c; + + // fix physics stats for g_movement_highspeed + self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed); + if(sv_airstrafeaccel_qw) + self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed); + else + self.stat_sv_airstrafeaccel_qw = 0; + self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed; if(self.PlayerPhysplug) if(self.PlayerPhysplug()) @@ -829,12 +949,12 @@ void SV_PlayerPhysics() if(self.classname == "player") { - if(sv_doublejump && time - self.jumppadusetime > 2 * sys_frametime) + if(self.flags & FL_ONGROUND) { - tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self); - self.flags &~= FL_ONGROUND; - if(trace_fraction < 1 && trace_plane_normal_z > 0.7) - self.flags |= FL_ONGROUND; + if (cvar("g_multijump") > 0) + self.multijump_count = 0; + else + self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller } if (self.BUTTON_JUMP) @@ -844,6 +964,7 @@ void SV_PlayerPhysics() if (self.waterlevel == WATERLEVEL_SWIMMING) CheckWaterJump (); + self.prevjumpbutton = self.BUTTON_JUMP; } if (self.flags & FL_WATERJUMP ) @@ -875,7 +996,7 @@ void SV_PlayerPhysics() if (wishspeed > sv_maxspeed*maxspd_mod) wishspeed = sv_maxspeed*maxspd_mod; if (time >= self.teleport_time) - PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0); } else if (self.waterlevel >= WATERLEVEL_SWIMMING) { @@ -898,7 +1019,7 @@ void SV_PlayerPhysics() self.velocity = self.velocity * (1 - frametime * sv_friction); // water acceleration - PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0); } else if (time < self.ladder_time) { @@ -941,7 +1062,7 @@ void SV_PlayerPhysics() if (time >= self.teleport_time) { // water acceleration - PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0); } } else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO)) @@ -1101,7 +1222,7 @@ void SV_PlayerPhysics() if (self.crouch) wishspeed = wishspeed * 0.5; if (time >= self.teleport_time) - PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0); } else { @@ -1137,39 +1258,42 @@ void SV_PlayerPhysics() float accelerating; float wishspeed2; float airaccelqw; + float strafity; - airaccelqw = sv_airaccel_qw; + airaccelqw = self.stat_sv_airaccel_qw; accelerating = (self.velocity * wishdir > 0); wishspeed2 = wishspeed; // CPM if(sv_airstopaccelerate) - if(self.velocity * wishdir < 0) - airaccel = sv_airstopaccelerate*maxspd_mod; - // this doesn't play well with analog input, but can't r - // fixed like the AirControl can. So, don't set the maxa - // cvars when you want to support analog input. - if(self.movement_x == 0 && self.movement_y != 0) { - if(sv_maxairstrafespeed) - { - wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod); - if(sv_maxairstrafespeed < sv_maxairspeed) - airaccelqw = 1; - } - if(sv_airstrafeaccelerate) - { - airaccel = sv_airstrafeaccelerate*maxspd_mod; - if(sv_airstrafeaccelerate > sv_airaccelerate) - airaccelqw = 1; - } + vector curdir; + curdir = self.velocity; + curdir_z = 0; + curdir = normalize(curdir); + airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir)); } + // note that for straight forward jumping: + // step = accel * frametime * wishspeed0; + // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw); + // --> + // dv/dt = accel * maxspeed (when slow) + // dv/dt = accel * maxspeed * (1 - accelqw) (when fast) + // log dv/dt = logaccel + logmaxspeed (when slow) + // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast) + strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero + if(sv_maxairstrafespeed) + wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod)); + if(sv_airstrafeaccelerate) + airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod); + if(self.stat_sv_airstrafeaccel_qw) + 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)); // !CPM if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0) PM_AirAccelerate(wishdir, wishspeed); else - PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd); + PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw); if(sv_aircontrol) CPM_PM_Aircontrol(wishdir, wishspeed2);