4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
21 When you press the jump key
24 void PlayerJump (void)
28 mjumpheight = cvar("sv_jumpvelocity");
29 if (self.waterlevel >= 2)
31 if (self.watertype == CONTENT_WATER)
32 self.velocity_z = 200;
33 else if (self.watertype == CONTENT_SLIME)
42 if (!(self.flags & FL_ONGROUND))
45 if (!(self.flags & FL_JUMPRELEASED))
48 if(cvar("g_runematch"))
50 if(self.runes & RUNE_SPEED)
52 if(self.runes & CURSE_SLOW)
53 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
55 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
57 else if(self.runes & CURSE_SLOW)
59 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
63 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
65 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
68 self.velocity_z = self.velocity_z + mjumpheight;
69 self.oldvelocity_z = self.velocity_z;
71 self.flags = self.flags - FL_ONGROUND;
72 self.flags = self.flags - FL_JUMPRELEASED;
75 void() CheckWaterJump =
77 local vector start, end;
79 // check for a jump-out-of-water
80 makevectors (self.angles);
82 start_z = start_z + 8;
85 end = start + v_forward*24;
86 traceline (start, end, TRUE, self);
87 if (trace_fraction < 1)
89 start_z = start_z + self.maxs_z - 8;
90 end = start + v_forward*24;
91 self.movedir = trace_plane_normal * -50;
92 traceline (start, end, TRUE, self);
93 if (trace_fraction == 1)
94 { // open at eye level
95 self.flags = self.flags | FL_WATERJUMP;
96 self.velocity_z = 225;
97 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
98 self.teleport_time = time + 2; // safety net
105 void Nixnex_GiveCurrentWeapon();
106 void SV_PlayerPhysics()
108 local vector wishvel, wishdir, v;
109 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
112 if (clienttype(self) == CLIENTTYPE_BOT)
115 if (self.movetype == MOVETYPE_NONE)
118 if (self.punchangle != '0 0 0')
120 f = vlen(self.punchangle) - 10 * frametime;
122 self.punchangle = normalize(self.punchangle) * f;
124 self.punchangle = '0 0 0';
127 if (self.punchvector != '0 0 0')
129 f = vlen(self.punchvector) - 30 * frametime;
131 self.punchvector = normalize(self.punchvector) * f;
133 self.punchvector = '0 0 0';
138 if(cvar("g_runematch"))
140 if(self.runes & RUNE_SPEED)
142 if(self.runes & CURSE_SLOW)
143 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
145 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
147 else if(self.runes & CURSE_SLOW)
149 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
153 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
155 maxspd_mod = cvar("g_balance_rune_speed_moverate");
160 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
163 if(self.flags & FL_NOTARGET)
164 maxspd_mod = cvar("sv_spectator_speed_multiplier");
166 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
168 if(self.speed != spd)
172 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
173 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
174 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
175 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
177 temps = ftos(sv_accelerate * maxspd_mod);
178 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
181 // if dead, behave differently
188 self.angles_y = self.v_angle_y;
192 if(self.classname == "player")
197 self.flags = self.flags | FL_JUMPRELEASED;
199 if (self.waterlevel == 2)
203 if (self.flags & FL_WATERJUMP )
205 self.velocity_x = self.movedir_x;
206 self.velocity_y = self.movedir_y;
207 if (time > self.teleport_time || self.waterlevel == 0)
209 self.flags = self.flags - (self.flags & FL_WATERJUMP);
210 self.teleport_time = 0;
213 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
215 // noclipping or flying
216 self.flags = self.flags - (self.flags & FL_ONGROUND);
218 self.velocity = self.velocity * (1 - frametime * sv_friction);
219 makevectors(self.v_angle);
220 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
221 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
223 wishdir = normalize(wishvel);
224 wishspeed = vlen(wishvel);
225 if (wishspeed > sv_maxspeed*maxspd_mod)
226 wishspeed = sv_maxspeed*maxspd_mod;
227 if (time >= self.teleport_time)
229 f = wishspeed - (self.velocity * wishdir);
231 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
234 else if (self.waterlevel >= 2)
237 self.flags = self.flags - (self.flags & FL_ONGROUND);
239 makevectors(self.v_angle);
240 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
241 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
242 if (wishvel == '0 0 0')
243 wishvel = '0 0 -60'; // drift towards bottom
245 wishdir = normalize(wishvel);
246 wishspeed = vlen(wishvel);
247 if (wishspeed > sv_maxspeed*maxspd_mod)
248 wishspeed = sv_maxspeed*maxspd_mod;
249 wishspeed = wishspeed * 0.7;
252 self.velocity = self.velocity * (1 - frametime * sv_friction);
254 // water acceleration
255 f = wishspeed - (self.velocity * wishdir);
257 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
259 else if (time < self.ladder_time)
261 // on a func_ladder or swimming in func_water
262 self.flags = self.flags - (self.flags & FL_ONGROUND);
264 self.velocity = self.velocity * (1 - frametime * sv_friction);
265 makevectors(self.v_angle);
266 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
267 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
269 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
271 self.velocity_z = self.velocity_z + sv_gravity * frametime;
272 if (self.ladder_entity.classname == "func_water")
275 if (f > self.ladder_entity.speed)
276 wishvel = wishvel * (self.ladder_entity.speed / f);
278 self.watertype = self.ladder_entity.skin;
279 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
280 if ((self.origin_z + self.view_ofs_z) < f)
282 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
284 else if ((self.origin_z + self.mins_z + 1) < f)
289 self.watertype = CONTENT_EMPTY;
293 wishdir = normalize(wishvel);
294 wishspeed = vlen(wishvel);
295 if (wishspeed > sv_maxspeed)
296 wishspeed = sv_maxspeed;
297 if (time >= self.teleport_time)
299 f = wishspeed - (self.velocity * wishdir);
301 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
304 else if (self.flags & FL_ONGROUND)
307 makevectors(self.v_angle_y * '0 1 0');
308 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
310 if(!(self.lastflags & FL_ONGROUND))
312 if(cvar("speedmeter"))
313 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
314 if(self.lastground < time - 0.3)
315 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
316 if(self.jumppadcount > 1)
317 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
318 self.jumppadcount = 0;
321 if (self.velocity_x || self.velocity_y)
322 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
327 if (f < sv_stopspeed)
328 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
330 f = 1 - frametime * sv_friction;
332 self.velocity = self.velocity * f;
334 self.velocity = '0 0 0';
337 wishdir = normalize(wishvel);
338 wishspeed = vlen(wishvel);
339 if (wishspeed > sv_maxspeed*maxspd_mod)
340 wishspeed = sv_maxspeed*maxspd_mod;
342 wishspeed = wishspeed * 0.5;
343 if (time >= self.teleport_time)
345 f = wishspeed - (self.velocity * wishdir);
347 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
354 maxairspd = sv_maxairspeed*maxspd_mod;
355 airaccel = sv_airaccelerate*maxspd_mod;
359 maxairspd = sv_maxairspeed;
360 airaccel = sv_airaccelerate;
363 makevectors(self.v_angle_y * '0 1 0');
364 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
366 wishdir = normalize(wishvel);
367 wishspeed = vlen(wishvel);
368 if (wishspeed > maxairspd)
369 wishspeed = maxairspd;
371 wishspeed = wishspeed * 0.5;
372 if (time >= self.teleport_time)
374 // NOTE: this does the same as the commented out old code if:
376 // sv_airaccel_sideways_friction 0
381 vel_straight = self.velocity * wishdir;
382 vel_z = self.velocity_z;
383 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
385 f = wishspeed - vel_straight;
387 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
389 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
391 // anti-sideways friction to fix QW-style bunnyhopping
392 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
394 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
397 f = wishspeed;// - (self.velocity * wishdir);
399 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
404 if(self.flags & FL_ONGROUND)
405 self.lastground = time;
407 self.lastflags = self.flags;