10 .float swamp_slowdown;
12 void SV_PlayerPhysics()
14 local vector wishvel, wishdir, v;
15 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swapspd_mod;
20 if (self.movetype == MOVETYPE_NONE)
23 if (self.punchangle != '0 0 0')
25 f = vlen(self.punchangle) - 10 * frametime;
27 self.punchangle = normalize(self.punchangle) * f;
29 self.punchangle = '0 0 0';
32 if (self.punchvector != '0 0 0')
34 f = vlen(self.punchvector) - 30 * frametime;
36 self.punchvector = normalize(self.punchvector) * f;
38 self.punchvector = '0 0 0';
43 if(cvar("g_runematch"))
45 if(self.runes & RUNE_SPEED)
47 if(self.runes & CURSE_SLOW)
48 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
50 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
52 else if(self.runes & CURSE_SLOW)
54 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
58 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
60 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
64 if(self.in_swamp != 0) {
65 swapspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
69 spd = sv_maxspeed * maxspd_mod;
70 spd = sv_maxspeed * swapspd_mod;
76 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
77 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
78 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
79 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
81 temps = ftos(sv_accelerate * maxspd_mod);
82 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
85 // if dead, behave differently
92 self.angles_y = self.v_angle_y;
96 if (self.flags & FL_WATERJUMP )
98 self.velocity_x = self.movedir_x;
99 self.velocity_y = self.movedir_y;
100 if (time > self.teleport_time || self.waterlevel == 0)
102 self.flags = self.flags - (self.flags & FL_WATERJUMP);
103 self.teleport_time = 0;
106 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
108 // noclipping or flying
109 self.flags = self.flags - (self.flags & FL_ONGROUND);
111 self.velocity = self.velocity * (1 - frametime * sv_friction);
112 makevectors(self.v_angle);
113 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
114 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
116 wishdir = normalize(wishvel);
117 wishspeed = vlen(wishvel);
118 if (wishspeed > sv_maxspeed*maxspd_mod)
119 wishspeed = sv_maxspeed*maxspd_mod;
120 if (time >= self.teleport_time)
122 f = wishspeed - (self.velocity * wishdir);
124 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
127 else if (self.waterlevel >= 2)
130 self.flags = self.flags - (self.flags & FL_ONGROUND);
132 makevectors(self.v_angle);
133 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
134 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
135 if (wishvel == '0 0 0')
136 wishvel = '0 0 -60'; // drift towards bottom
138 wishdir = normalize(wishvel);
139 wishspeed = vlen(wishvel);
140 if (wishspeed > sv_maxspeed*maxspd_mod)
141 wishspeed = sv_maxspeed*maxspd_mod;
142 wishspeed = wishspeed * 0.7;
145 self.velocity = self.velocity * (1 - frametime * sv_friction);
147 // water acceleration
148 f = wishspeed - (self.velocity * wishdir);
150 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
152 else if (time < self.ladder_time)
154 // on a func_ladder or swimming in func_water
155 self.flags = self.flags - (self.flags & FL_ONGROUND);
157 self.velocity = self.velocity * (1 - frametime * sv_friction);
158 makevectors(self.v_angle);
159 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
160 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
162 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
164 self.velocity_z = self.velocity_z + sv_gravity * frametime;
165 if (self.ladder_entity.classname == "func_water")
168 if (f > self.ladder_entity.speed)
169 wishvel = wishvel * (self.ladder_entity.speed / f);
171 self.watertype = self.ladder_entity.skin;
172 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
173 if ((self.origin_z + self.view_ofs_z) < f)
175 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
177 else if ((self.origin_z + self.mins_z + 1) < f)
182 self.watertype = CONTENT_EMPTY;
186 wishdir = normalize(wishvel);
187 wishspeed = vlen(wishvel);
188 if (wishspeed > sv_maxspeed)
189 wishspeed = sv_maxspeed;
190 if (time >= self.teleport_time)
192 f = wishspeed - (self.velocity * wishdir);
194 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
197 else if (self.flags & FL_ONGROUND)
200 makevectors(self.v_angle_y * '0 1 0');
201 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
203 if (self.velocity_x || self.velocity_y)
208 if (f < sv_stopspeed)
209 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
211 f = 1 - frametime * sv_friction;
213 self.velocity = self.velocity * f;
215 self.velocity = '0 0 0';
218 wishdir = normalize(wishvel);
219 wishspeed = vlen(wishvel);
220 if (wishspeed > sv_maxspeed*maxspd_mod)
221 wishspeed = sv_maxspeed*maxspd_mod;
222 if (self.button5) // crouch
223 wishspeed = wishspeed * 0.5;
224 if (time >= self.teleport_time)
226 f = wishspeed - (self.velocity * wishdir);
228 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
235 maxairspd = sv_maxairspeed*maxspd_mod;
236 airaccel = sv_accelerate*maxspd_mod;
240 maxairspd = sv_maxairspeed;
241 airaccel = sv_accelerate;
244 makevectors(self.v_angle_y * '0 1 0');
245 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
247 wishdir = normalize(wishvel);
248 wishspeed = vlen(wishvel);
249 if (wishspeed > maxairspd)
250 wishspeed = maxairspd;
251 if (self.button5) // crouch
252 wishspeed = wishspeed * 0.5;
253 if (time >= self.teleport_time)
255 f = wishspeed;// - (self.velocity * wishdir);
257 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);