X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=e211275b0f3eb4f7d1af694562ada31beabe39ae;hp=ac6789586793c86387026ffdfbb787d44850cebd;hb=4fc59bbd7e2d4f25ba21952ed50ae754295a7faa;hpb=cb871958517f73feb0089b42123394e5f536b622 diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index ac67895867..e211275b0f 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -16,6 +16,7 @@ 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; @@ -32,6 +33,10 @@ float sv_airspeedlimit_nonqw; .float wasFlying; .float spectatorspeed; +.float multijump_count; +.float multijump_ready; +.float prevjumpbutton; + /* ============= PlayerJump @@ -65,9 +70,58 @@ void PlayerJump (void) 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 (!(self.flags & FL_ONGROUND)) + return; if(!sv_pogostick) if (!(self.flags & FL_JUMPRELEASED)) @@ -212,7 +266,7 @@ void RaceCarPhysics() // using this move type for "big rigs" // the engine does not push the entity! - float accel, steer, f; + float accel, steer, f, myspeed, steerfactor; vector angles_save, rigvel; angles_save = self.angles; @@ -238,7 +292,7 @@ void RaceCarPhysics() if(self.flags & FL_ONGROUND || g_bugrigs_air_steering) { - float myspeed, upspeed, steerfactor, accelfactor; + float upspeed, accelfactor; myspeed = self.velocity * v_forward; upspeed = self.velocity * v_up; @@ -318,8 +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; @@ -470,7 +523,9 @@ void CPM_PM_Aircontrol(vector wishdir, float wishspeed) if(dot > 0) // we can't change direction while slowing down { - k *= fabs(sv_aircontrol)*pow(dot, sv_aircontrol_power)*frametime; + 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); } @@ -509,7 +564,7 @@ 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; @@ -616,6 +671,7 @@ void SpecialCommand() float speedaward_speed; string speedaward_holder; +string speedaward_uid; void race_send_speedaward(float msg) { // send the best speed of the round @@ -628,6 +684,7 @@ void race_send_speedaward(float msg) float speedaward_alltimebest; string speedaward_alltimebest_holder; +string speedaward_alltimebest_uid; void race_send_speedaward_alltimebest(float msg) { // send the best speed @@ -649,7 +706,7 @@ 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) @@ -894,6 +951,14 @@ void SV_PlayerPhysics() if(self.classname == "player") { + if(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) PlayerJump (); else @@ -901,6 +966,7 @@ void SV_PlayerPhysics() if (self.waterlevel == WATERLEVEL_SWIMMING) CheckWaterJump (); + self.prevjumpbutton = self.BUTTON_JUMP; } if (self.flags & FL_WATERJUMP ) @@ -1202,8 +1268,13 @@ void SV_PlayerPhysics() // CPM if(sv_airstopaccelerate) - if(self.velocity * wishdir < 0) - airaccel = sv_airstopaccelerate*maxspd_mod; + { + 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); @@ -1235,6 +1306,7 @@ void SV_PlayerPhysics() if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) { speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1'); speedaward_holder = self.netname; + speedaward_uid = self.crypto_idfp; speedaward_lastupdate = time; } if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) { @@ -1248,12 +1320,24 @@ void SV_PlayerPhysics() if (speedaward_speed > speedaward_alltimebest) { speedaward_alltimebest = speedaward_speed; speedaward_alltimebest_holder = speedaward_holder; + speedaward_alltimebest_uid = speedaward_uid; db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest)); - db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder); + db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid); race_send_speedaward_alltimebest(MSG_ALL); } } } + + float xyspeed; + xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y); + if(self.weapon == WEP_NEX && cvar("g_balance_nex_charge") && cvar("g_balance_nex_charge_velocity_rate") && xyspeed > cvar("g_balance_nex_charge_minspeed")) + { + // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed + xyspeed = min(xyspeed, cvar("g_balance_nex_charge_maxspeed")); + f = (xyspeed - cvar("g_balance_nex_charge_minspeed")) / (cvar("g_balance_nex_charge_maxspeed") - cvar("g_balance_nex_charge_minspeed")); + // add the extra charge + self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_velocity_rate") * f * frametime); + } :end if(self.flags & FL_ONGROUND) self.lastground = time;