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);
84 void() CheckWaterJump =
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
114 void Nixnex_GiveCurrentWeapon();
115 void SV_PlayerPhysics()
117 local vector wishvel, wishdir, v;
118 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score;
121 if(time > self.shtest_next)
123 if(self.shtest_next > 0)
125 // self.shtest_accumulator:
126 // started at time - SHTEST_DELTA
127 // should be at SHTEST_DELTA
128 shtest_score = self.shtest_accumulator / SHTEST_DELTA;
129 if(shtest_score > 1.2)
130 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
131 else if(cvar("developer_shtest"))
132 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
134 self.shtest_next = time + SHTEST_DELTA;
135 self.shtest_accumulator = 0;
137 self.shtest_accumulator += frametime;
139 if (clienttype(self) == CLIENTTYPE_BOT)
142 if (self.movetype == MOVETYPE_NONE)
145 if (self.punchangle != '0 0 0')
147 f = vlen(self.punchangle) - 10 * frametime;
149 self.punchangle = normalize(self.punchangle) * f;
151 self.punchangle = '0 0 0';
154 if (self.punchvector != '0 0 0')
156 f = vlen(self.punchvector) - 30 * frametime;
158 self.punchvector = normalize(self.punchvector) * f;
160 self.punchvector = '0 0 0';
167 if(self.runes & RUNE_SPEED)
169 if(self.runes & CURSE_SLOW)
170 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
172 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
174 else if(self.runes & CURSE_SLOW)
176 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
180 if(g_minstagib && (self.items & IT_INVINCIBLE))
182 maxspd_mod = cvar("g_minstagib_speed_moverate");
187 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
190 if(self.flags & FL_NOTARGET)
191 maxspd_mod = cvar("sv_spectator_speed_multiplier");
193 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
195 if(self.speed != spd)
199 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
200 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
201 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
202 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
204 temps = ftos(sv_accelerate * maxspd_mod);
205 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
208 // if dead, behave differently
215 self.angles_y = self.v_angle_y;
219 if(self.classname == "player")
224 self.flags = self.flags | FL_JUMPRELEASED;
226 if (self.waterlevel == 2)
230 if (self.flags & FL_WATERJUMP )
232 self.velocity_x = self.movedir_x;
233 self.velocity_y = self.movedir_y;
234 if (time > self.teleport_time || self.waterlevel == 0)
236 self.flags = self.flags - (self.flags & FL_WATERJUMP);
237 self.teleport_time = 0;
240 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
242 // noclipping or flying
243 self.flags = self.flags - (self.flags & FL_ONGROUND);
245 self.velocity = self.velocity * (1 - frametime * sv_friction);
246 makevectors(self.v_angle);
247 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
248 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
250 wishdir = normalize(wishvel);
251 wishspeed = vlen(wishvel);
252 if (wishspeed > sv_maxspeed*maxspd_mod)
253 wishspeed = sv_maxspeed*maxspd_mod;
254 if (time >= self.teleport_time)
256 f = wishspeed - (self.velocity * wishdir);
258 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
261 else if (self.waterlevel >= 2)
264 self.flags = self.flags - (self.flags & FL_ONGROUND);
266 makevectors(self.v_angle);
267 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
268 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
269 if (wishvel == '0 0 0')
270 wishvel = '0 0 -60'; // drift towards bottom
272 wishdir = normalize(wishvel);
273 wishspeed = vlen(wishvel);
274 if (wishspeed > sv_maxspeed*maxspd_mod)
275 wishspeed = sv_maxspeed*maxspd_mod;
276 wishspeed = wishspeed * 0.7;
279 self.velocity = self.velocity * (1 - frametime * sv_friction);
281 // water acceleration
282 f = wishspeed - (self.velocity * wishdir);
284 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
286 else if (time < self.ladder_time)
288 // on a func_ladder or swimming in func_water
289 self.flags = self.flags - (self.flags & FL_ONGROUND);
291 self.velocity = self.velocity * (1 - frametime * sv_friction);
292 makevectors(self.v_angle);
293 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
294 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
296 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
298 self.velocity_z = self.velocity_z + sv_gravity * frametime;
299 if (self.ladder_entity.classname == "func_water")
302 if (f > self.ladder_entity.speed)
303 wishvel = wishvel * (self.ladder_entity.speed / f);
305 self.watertype = self.ladder_entity.skin;
306 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
307 if ((self.origin_z + self.view_ofs_z) < f)
309 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
311 else if ((self.origin_z + self.mins_z + 1) < f)
316 self.watertype = CONTENT_EMPTY;
320 wishdir = normalize(wishvel);
321 wishspeed = vlen(wishvel);
322 if (wishspeed > sv_maxspeed)
323 wishspeed = sv_maxspeed;
324 if (time >= self.teleport_time)
326 f = wishspeed - (self.velocity * wishdir);
328 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
331 else if (self.flags & FL_ONGROUND)
334 makevectors(self.v_angle_y * '0 1 0');
335 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
337 if(!(self.lastflags & FL_ONGROUND))
339 if(cvar("speedmeter"))
340 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
341 if(self.lastground < time - 0.3)
342 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
343 if(self.jumppadcount > 1)
344 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
345 self.jumppadcount = 0;
348 if (self.velocity_x || self.velocity_y)
349 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
354 if (f < sv_stopspeed)
355 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
357 f = 1 - frametime * sv_friction;
359 self.velocity = self.velocity * f;
361 self.velocity = '0 0 0';
364 wishdir = normalize(wishvel);
365 wishspeed = vlen(wishvel);
366 if (wishspeed > sv_maxspeed*maxspd_mod)
367 wishspeed = sv_maxspeed*maxspd_mod;
369 wishspeed = wishspeed * 0.5;
370 if (time >= self.teleport_time)
372 f = wishspeed - (self.velocity * wishdir);
374 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
381 maxairspd = sv_maxairspeed*maxspd_mod;
382 airaccel = sv_airaccelerate*maxspd_mod;
386 maxairspd = sv_maxairspeed;
387 airaccel = sv_airaccelerate;
390 makevectors(self.v_angle_y * '0 1 0');
391 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
393 wishdir = normalize(wishvel);
394 wishspeed = vlen(wishvel);
395 if (wishspeed > maxairspd)
396 wishspeed = maxairspd;
398 wishspeed = wishspeed * 0.5;
399 if (time >= self.teleport_time)
401 // NOTE: this does the same as the commented out old code if:
403 // sv_airaccel_sideways_friction 0
408 vel_straight = self.velocity * wishdir;
409 vel_z = self.velocity_z;
410 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
412 f = wishspeed - vel_straight;
414 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
416 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
418 // anti-sideways friction to fix QW-style bunnyhopping
419 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
421 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
424 f = wishspeed;// - (self.velocity * wishdir);
426 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
431 if(self.flags & FL_ONGROUND)
432 self.lastground = time;
434 self.lastflags = self.flags;