11 void SV_PlayerPhysics()
13 local vector wishvel, wishdir, v;
14 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel;
19 if (self.movetype == MOVETYPE_NONE)
22 if (self.punchangle != '0 0 0')
24 f = vlen(self.punchangle) - 10 * frametime;
26 self.punchangle = normalize(self.punchangle) * f;
28 self.punchangle = '0 0 0';
31 if (self.punchvector != '0 0 0')
33 f = vlen(self.punchvector) - 30 * frametime;
35 self.punchvector = normalize(self.punchvector) * f;
37 self.punchvector = '0 0 0';
42 if(cvar("g_runematch"))
44 if(self.runes & RUNE_SPEED)
46 if(self.runes & CURSE_SLOW)
47 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
49 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
51 else if(self.runes & CURSE_SLOW)
53 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
57 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
59 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
62 spd = sv_maxspeed * maxspd_mod;
68 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
69 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
70 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
71 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
73 temps = ftos(sv_accelerate * maxspd_mod);
74 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
77 // if dead, behave differently
84 self.angles_y = self.v_angle_y;
88 if (self.flags & FL_WATERJUMP )
90 self.velocity_x = self.movedir_x;
91 self.velocity_y = self.movedir_y;
92 if (time > self.teleport_time || self.waterlevel == 0)
94 self.flags = self.flags - (self.flags & FL_WATERJUMP);
95 self.teleport_time = 0;
98 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
100 // noclipping or flying
101 self.flags = self.flags - (self.flags & FL_ONGROUND);
103 self.velocity = self.velocity * (1 - frametime * sv_friction);
104 makevectors(self.v_angle);
105 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
106 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
108 wishdir = normalize(wishvel);
109 wishspeed = vlen(wishvel);
110 if (wishspeed > sv_maxspeed*maxspd_mod)
111 wishspeed = sv_maxspeed*maxspd_mod;
112 if (time >= self.teleport_time)
114 f = wishspeed - (self.velocity * wishdir);
116 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
119 else if (self.waterlevel >= 2)
122 self.flags = self.flags - (self.flags & FL_ONGROUND);
124 makevectors(self.v_angle);
125 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
126 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
127 if (wishvel == '0 0 0')
128 wishvel = '0 0 -60'; // drift towards bottom
130 wishdir = normalize(wishvel);
131 wishspeed = vlen(wishvel);
132 if (wishspeed > sv_maxspeed*maxspd_mod)
133 wishspeed = sv_maxspeed*maxspd_mod;
134 wishspeed = wishspeed * 0.7;
137 self.velocity = self.velocity * (1 - frametime * sv_friction);
139 // water acceleration
140 f = wishspeed - (self.velocity * wishdir);
142 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
144 else if (time < self.ladder_time)
146 // on a func_ladder or swimming in func_water
147 self.flags = self.flags - (self.flags & FL_ONGROUND);
149 self.velocity = self.velocity * (1 - frametime * sv_friction);
150 makevectors(self.v_angle);
151 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
152 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
154 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
156 self.velocity_z = self.velocity_z + sv_gravity * frametime;
157 if (self.ladder_entity.classname == "func_water")
160 if (f > self.ladder_entity.speed)
161 wishvel = wishvel * (self.ladder_entity.speed / f);
163 self.watertype = self.ladder_entity.skin;
164 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
165 if ((self.origin_z + self.view_ofs_z) < f)
167 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
169 else if ((self.origin_z + self.mins_z + 1) < f)
174 self.watertype = CONTENT_EMPTY;
178 wishdir = normalize(wishvel);
179 wishspeed = vlen(wishvel);
180 if (wishspeed > sv_maxspeed)
181 wishspeed = sv_maxspeed;
182 if (time >= self.teleport_time)
184 f = wishspeed - (self.velocity * wishdir);
186 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
189 else if (self.flags & FL_ONGROUND)
192 makevectors(self.v_angle_y * '0 1 0');
193 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
195 if (self.velocity_x || self.velocity_y)
200 if (f < sv_stopspeed)
201 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
203 f = 1 - frametime * sv_friction;
205 self.velocity = self.velocity * f;
207 self.velocity = '0 0 0';
210 wishdir = normalize(wishvel);
211 wishspeed = vlen(wishvel);
212 if (wishspeed > sv_maxspeed*maxspd_mod)
213 wishspeed = sv_maxspeed*maxspd_mod;
214 if (self.button5) // crouch
215 wishspeed = wishspeed * 0.5;
216 if (time >= self.teleport_time)
218 f = wishspeed - (self.velocity * wishdir);
220 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
227 maxairspd = sv_maxairspeed*maxspd_mod;
228 airaccel = sv_accelerate*maxspd_mod;
232 maxairspd = sv_maxairspeed;
233 airaccel = sv_accelerate;
236 makevectors(self.v_angle_y * '0 1 0');
237 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
239 wishdir = normalize(wishvel);
240 wishspeed = vlen(wishvel);
241 if (wishspeed > maxairspd)
242 wishspeed = maxairspd;
243 if (self.button5) // crouch
244 wishspeed = wishspeed * 0.5;
245 if (time >= self.teleport_time)
247 f = wishspeed;// - (self.velocity * wishdir);
249 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);