4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
17 #define SHTEST_DELTA 15
19 .float shtest_accumulator;
25 When you press the jump key
28 void PlayerJump (void)
32 mjumpheight = cvar("sv_jumpvelocity");
33 if (self.waterlevel >= 2)
35 if (self.watertype == CONTENT_WATER)
36 self.velocity_z = 200;
37 else if (self.watertype == CONTENT_SLIME)
46 if (!(self.flags & FL_ONGROUND))
49 if (!(self.flags & FL_JUMPRELEASED))
54 if(self.runes & RUNE_SPEED)
56 if(self.runes & CURSE_SLOW)
57 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
59 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
61 else if(self.runes & CURSE_SLOW)
63 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
67 if(g_minstagib && (self.items & IT_INVINCIBLE))
69 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
72 self.velocity_z = self.velocity_z + mjumpheight;
73 self.oldvelocity_z = self.velocity_z;
75 self.flags = self.flags - FL_ONGROUND;
76 self.flags = self.flags - FL_JUMPRELEASED;
79 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
81 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
86 local vector start, end;
88 // check for a jump-out-of-water
89 makevectors (self.angles);
91 start_z = start_z + 8;
94 end = start + v_forward*24;
95 traceline (start, end, TRUE, self);
96 if (trace_fraction < 1)
98 start_z = start_z + self.maxs_z - 8;
99 end = start + v_forward*24;
100 self.movedir = trace_plane_normal * -50;
101 traceline (start, end, TRUE, self);
102 if (trace_fraction == 1)
103 { // open at eye level
104 self.flags = self.flags | FL_WATERJUMP;
105 self.velocity_z = 225;
106 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
107 self.teleport_time = time + 2; // safety net
113 .vector movement_old;
117 void Nixnex_GiveCurrentWeapon();
118 void SV_PlayerPhysics()
120 local vector wishvel, wishdir, v;
121 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
124 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE;
125 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
127 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
128 self.parm_idlesince = time;
130 self.buttons_old = buttons;
131 self.movement_old = self.movement;
132 self.v_angle_old = self.v_angle;
134 if(time > self.shtest_next)
136 if(self.shtest_next > 0)
138 // self.shtest_accumulator:
139 // started at time - SHTEST_DELTA
140 // should be at SHTEST_DELTA
141 shtest_score = self.shtest_accumulator / SHTEST_DELTA;
142 if(shtest_score > 1.2)
143 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
144 else if(cvar("developer_shtest"))
145 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
147 self.shtest_next = time + SHTEST_DELTA;
148 self.shtest_accumulator = 0;
150 self.shtest_accumulator += frametime;
152 if (clienttype(self) == CLIENTTYPE_BOT)
155 if (self.movetype == MOVETYPE_NONE)
158 if (self.punchangle != '0 0 0')
160 f = vlen(self.punchangle) - 10 * frametime;
162 self.punchangle = normalize(self.punchangle) * f;
164 self.punchangle = '0 0 0';
167 if (self.punchvector != '0 0 0')
169 f = vlen(self.punchvector) - 30 * frametime;
171 self.punchvector = normalize(self.punchvector) * f;
173 self.punchvector = '0 0 0';
180 if(self.runes & RUNE_SPEED)
182 if(self.runes & CURSE_SLOW)
183 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
185 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
187 else if(self.runes & CURSE_SLOW)
189 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
193 if(g_minstagib && (self.items & IT_INVINCIBLE))
195 maxspd_mod = cvar("g_minstagib_speed_moverate");
200 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
203 if(self.flags & FL_NOTARGET)
204 maxspd_mod = cvar("sv_spectator_speed_multiplier");
206 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
208 if(self.speed != spd)
212 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
213 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
214 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
215 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
217 temps = ftos(sv_accelerate * maxspd_mod);
218 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
221 // if dead, behave differently
228 self.angles_y = self.v_angle_y;
232 if(self.classname == "player")
234 if (self.BUTTON_JUMP)
237 self.flags = self.flags | FL_JUMPRELEASED;
239 if (self.waterlevel == 2)
243 if (self.flags & FL_WATERJUMP )
245 self.velocity_x = self.movedir_x;
246 self.velocity_y = self.movedir_y;
247 if (time > self.teleport_time || self.waterlevel == 0)
249 self.flags = self.flags - (self.flags & FL_WATERJUMP);
250 self.teleport_time = 0;
253 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
255 // noclipping or flying
256 self.flags = self.flags - (self.flags & FL_ONGROUND);
258 self.velocity = self.velocity * (1 - frametime * sv_friction);
259 makevectors(self.v_angle);
260 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
261 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
263 wishdir = normalize(wishvel);
264 wishspeed = vlen(wishvel);
265 if (wishspeed > sv_maxspeed*maxspd_mod)
266 wishspeed = sv_maxspeed*maxspd_mod;
267 if (time >= self.teleport_time)
269 f = wishspeed - (self.velocity * wishdir);
271 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
274 else if (self.waterlevel >= 2)
277 self.flags = self.flags - (self.flags & FL_ONGROUND);
279 makevectors(self.v_angle);
280 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
281 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
282 if (wishvel == '0 0 0')
283 wishvel = '0 0 -60'; // drift towards bottom
285 wishdir = normalize(wishvel);
286 wishspeed = vlen(wishvel);
287 if (wishspeed > sv_maxspeed*maxspd_mod)
288 wishspeed = sv_maxspeed*maxspd_mod;
289 wishspeed = wishspeed * 0.7;
292 self.velocity = self.velocity * (1 - frametime * sv_friction);
294 // water acceleration
295 f = wishspeed - (self.velocity * wishdir);
297 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
299 else if (time < self.ladder_time)
301 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
302 self.flags = self.flags - (self.flags & FL_ONGROUND);
304 self.velocity = self.velocity * (1 - frametime * sv_friction);
305 makevectors(self.v_angle);
306 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
307 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
309 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
311 self.velocity_z = self.velocity_z + sv_gravity * frametime;
312 if (self.ladder_entity.classname == "func_water")
315 if (f > self.ladder_entity.speed)
316 wishvel = wishvel * (self.ladder_entity.speed / f);
318 self.watertype = self.ladder_entity.skin;
319 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
320 if ((self.origin_z + self.view_ofs_z) < f)
322 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
324 else if ((self.origin_z + self.mins_z + 1) < f)
329 self.watertype = CONTENT_EMPTY;
333 wishdir = normalize(wishvel);
334 wishspeed = vlen(wishvel);
335 if (wishspeed > sv_maxspeed)
336 wishspeed = sv_maxspeed;
337 if (time >= self.teleport_time)
339 f = wishspeed - (self.velocity * wishdir);
341 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
344 else if (self.flags & FL_ONGROUND)
347 makevectors(self.v_angle_y * '0 1 0');
348 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
350 if(!(self.lastflags & FL_ONGROUND))
352 if(cvar("speedmeter"))
353 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
354 if(self.lastground < time - 0.3)
355 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
356 if(self.jumppadcount > 1)
357 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
358 self.jumppadcount = 0;
361 if (self.velocity_x || self.velocity_y)
362 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
367 if (f < sv_stopspeed)
368 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
370 f = 1 - frametime * sv_friction;
372 self.velocity = self.velocity * f;
374 self.velocity = '0 0 0';
377 wishdir = normalize(wishvel);
378 wishspeed = vlen(wishvel);
379 if (wishspeed > sv_maxspeed*maxspd_mod)
380 wishspeed = sv_maxspeed*maxspd_mod;
382 wishspeed = wishspeed * 0.5;
383 if (time >= self.teleport_time)
385 f = wishspeed - (self.velocity * wishdir);
387 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
394 maxairspd = sv_maxairspeed*maxspd_mod;
395 airaccel = sv_airaccelerate*maxspd_mod;
399 maxairspd = sv_maxairspeed;
400 airaccel = sv_airaccelerate;
403 makevectors(self.v_angle_y * '0 1 0');
404 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
406 wishdir = normalize(wishvel);
407 wishspeed = vlen(wishvel);
408 if (wishspeed > maxairspd)
409 wishspeed = maxairspd;
411 wishspeed = wishspeed * 0.5;
412 if (time >= self.teleport_time)
414 // NOTE: this does the same as the commented out old code if:
416 // sv_airaccel_sideways_friction 0
421 vel_straight = self.velocity * wishdir;
422 vel_z = self.velocity_z;
423 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
425 f = wishspeed - vel_straight;
427 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
429 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
431 // anti-sideways friction to fix QW-style bunnyhopping
432 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
434 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
437 f = wishspeed;// - (self.velocity * wishdir);
439 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
444 if(self.flags & FL_ONGROUND)
445 self.lastground = time;
447 self.lastflags = self.flags;