4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
17 .float spectatorspeed;
19 #define SHTEST_DELTA 10
20 #define SHTEST_THRESHOLD 1.1
22 .float shtest_accumulator;
28 When you press the jump key
31 void PlayerJump (void)
35 mjumpheight = cvar("sv_jumpvelocity");
36 if (self.waterlevel >= WATERLEVEL_SWIMMING)
38 if (self.watertype == CONTENT_WATER)
39 self.velocity_z = 200;
40 else if (self.watertype == CONTENT_SLIME)
49 if (!(self.flags & FL_ONGROUND))
53 if (!(self.flags & FL_JUMPRELEASED))
56 if(self.health <= g_bloodloss)
61 if(self.runes & RUNE_SPEED)
63 if(self.runes & CURSE_SLOW)
64 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
66 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
68 else if(self.runes & CURSE_SLOW)
70 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
74 if(g_minstagib && (self.items & IT_INVINCIBLE))
76 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
79 self.velocity_z = self.velocity_z + mjumpheight;
80 self.oldvelocity_z = self.velocity_z;
82 self.flags &~= FL_ONGROUND;
83 self.flags &~= FL_JUMPRELEASED;
86 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
88 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
91 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
96 local vector start, end;
98 // check for a jump-out-of-water
99 makevectors (self.angles);
101 start_z = start_z + 8;
103 normalize(v_forward);
104 end = start + v_forward*24;
105 traceline (start, end, TRUE, self);
106 if (trace_fraction < 1)
108 start_z = start_z + self.maxs_z - 8;
109 end = start + v_forward*24;
110 self.movedir = trace_plane_normal * -50;
111 traceline (start, end, TRUE, self);
112 if (trace_fraction == 1)
113 { // open at eye level
114 self.flags |= FL_WATERJUMP;
115 self.velocity_z = 225;
116 self.flags &~= FL_JUMPRELEASED;
117 self.teleport_time = time + 2; // safety net
123 float racecar_angle(float forward, float down)
125 float ret, angle_mult;
133 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
135 angle_mult = forward / (800 + forward);
138 return ret * angle_mult + 360 * (1 - angle_mult);
140 return ret * angle_mult;
143 void RaceCarPhysics()
145 // using this move type for "big rigs"
146 // the engine does not push the entity!
148 float accel, steer, f;
149 vector angles_save, rigvel;
151 angles_save = self.angles;
152 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
153 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
155 if(g_bugrigs_reverse_speeding)
159 // back accel is DIGITAL
160 // to prevent speedhack
170 makevectors(self.angles); // new forward direction!
172 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
174 float myspeed, upspeed, steerfactor, accelfactor;
176 myspeed = self.velocity * v_forward;
177 upspeed = self.velocity * v_up;
179 // responsiveness factor for steering and acceleration
180 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
181 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
183 if(myspeed < 0 && g_bugrigs_reverse_spinning)
184 steerfactor = -myspeed * g_bugrigs_steer;
186 steerfactor = -myspeed * f * g_bugrigs_steer;
188 if(myspeed < 0 && g_bugrigs_reverse_speeding)
189 accelfactor = g_bugrigs_accel;
191 accelfactor = f * g_bugrigs_accel;
192 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
198 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
202 if(!g_bugrigs_reverse_speeding)
203 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
210 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
214 if(g_bugrigs_reverse_stopping)
217 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
220 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
221 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
223 self.angles_y += steer * frametime * steerfactor; // apply steering
224 makevectors(self.angles); // new forward direction!
226 myspeed += accel * accelfactor * frametime;
228 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
232 myspeed = vlen(self.velocity);
234 // responsiveness factor for steering and acceleration
235 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
236 steerfactor = -myspeed * f;
237 self.angles_y += steer * frametime * steerfactor; // apply steering
239 rigvel = self.velocity;
240 makevectors(self.angles); // new forward direction!
243 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
244 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
245 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
246 //MAXIMA: solve(total_acceleration(v) = 0, v);
248 if(g_bugrigs_planar_movement)
250 vector rigvel_xy, neworigin, up;
253 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
257 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
260 mt = MOVE_NOMONSTERS;
262 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
263 up = trace_endpos - self.origin;
265 // BUG RIGS: align the move to the surface instead of doing collision testing
267 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
270 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
272 if(trace_fraction < 0.5)
275 neworigin = self.origin;
278 neworigin = trace_endpos;
280 if(trace_fraction < 1)
282 // now set angles_x so that the car points parallel to the surface
283 self.angles = vectoangles(
284 '1 0 0' * v_forward_x * trace_plane_normal_z
286 '0 1 0' * v_forward_y * trace_plane_normal_z
288 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
290 self.flags |= FL_ONGROUND;
294 // now set angles_x so that the car points forward, but is tilted in velocity direction
295 self.flags &~= FL_ONGROUND;
298 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
299 self.movetype = MOVETYPE_NOCLIP;
303 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
304 self.velocity = rigvel;
305 self.movetype = MOVETYPE_FLY;
309 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
310 if(trace_fraction != 1)
312 self.angles = vectoangles2(
313 '1 0 0' * v_forward_x * trace_plane_normal_z
315 '0 1 0' * v_forward_y * trace_plane_normal_z
317 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
325 vel_local_x = v_forward * self.velocity;
326 vel_local_y = v_right * self.velocity;
327 vel_local_z = v_up * self.velocity;
329 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
330 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
334 vector vf1, vu1, smoothangles;
335 makevectors(self.angles);
336 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
341 makevectors(angles_save);
342 vf1 = vf1 + v_forward * (1 - f);
343 vu1 = vu1 + v_up * (1 - f);
344 smoothangles = vectoangles2(vf1, vu1);
345 self.angles_x = -smoothangles_x;
346 self.angles_z = smoothangles_z;
349 .vector movement_old;
353 void Nixnex_GiveCurrentWeapon();
354 void SV_PlayerPhysics()
356 local vector wishvel, wishdir, v;
357 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
361 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;
362 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
364 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
365 self.parm_idlesince = time;
367 buttons_prev = self.buttons_old;
368 self.buttons_old = buttons;
369 self.movement_old = self.movement;
370 self.v_angle_old = self.v_angle;
372 if(time > self.shtest_next)
374 if(self.shtest_next > 0)
376 // self.shtest_accumulator:
377 // started at time - SHTEST_DELTA
378 // should be at SHTEST_DELTA
379 shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
380 if(shtest_score > SHTEST_THRESHOLD)
381 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
382 else if(cvar("developer_shtest"))
383 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
385 self.shtest_next = time + SHTEST_DELTA;
386 self.shtest_accumulator = 0;
388 self.shtest_accumulator += frametime;
390 if (clienttype(self) == CLIENTTYPE_BOT)
393 self.modelflags &~= MF_ROCKET;
394 self.items &~= IT_USING_JETPACK;
396 if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
399 if (self.punchangle != '0 0 0')
401 f = vlen(self.punchangle) - 10 * frametime;
403 self.punchangle = normalize(self.punchangle) * f;
405 self.punchangle = '0 0 0';
408 if (self.punchvector != '0 0 0')
410 f = vlen(self.punchvector) - 30 * frametime;
412 self.punchvector = normalize(self.punchvector) * f;
414 self.punchvector = '0 0 0';
421 if(self.runes & RUNE_SPEED)
423 if(self.runes & CURSE_SLOW)
424 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
426 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
428 else if(self.runes & CURSE_SLOW)
430 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
434 if(g_minstagib && (self.items & IT_INVINCIBLE))
436 maxspd_mod = cvar("g_minstagib_speed_moverate");
441 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
444 if(self.flags & FL_NOTARGET)
446 maxspd_mod = cvar("sv_spectator_speed_multiplier");
447 if(!self.spectatorspeed)
448 self.spectatorspeed = maxspd_mod;
449 if(self.impulse && self.impulse <= 19)
451 if(self.lastflags & FL_NOTARGET)
453 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
454 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
455 else if(self.impulse == 11)
456 self.spectatorspeed = maxspd_mod;
457 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
458 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
459 else if(self.impulse >= 1 && self.impulse <= 9)
460 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
461 } // otherwise just clear
464 maxspd_mod = self.spectatorspeed;
467 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
469 if(self.speed != spd)
473 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
474 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
475 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
476 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
478 temps = ftos(sv_accelerate * maxspd_mod);
479 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
482 // if dead, behave differently
486 if (!self.fixangle && !g_bugrigs)
489 self.angles_y = self.v_angle_y;
493 if(self.flags & FL_ONGROUND)
498 if(self.waterlevel < WATERLEVEL_SWIMMING)
499 if(time >= self.ladder_time)
502 self.nextstep = time + 0.3 + random() * 0.1;
503 trace_dphitq3surfaceflags = 0;
504 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
505 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
507 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
508 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
510 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
518 if(self.classname == "player")
522 self.flags &~= FL_ONGROUND;
523 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
524 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
525 self.flags |= FL_ONGROUND;
528 if (self.BUTTON_JUMP)
531 self.flags |= FL_JUMPRELEASED;
533 if (self.waterlevel == WATERLEVEL_SWIMMING)
537 if (self.flags & FL_WATERJUMP )
539 self.velocity_x = self.movedir_x;
540 self.velocity_y = self.movedir_y;
541 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
543 self.flags &~= FL_WATERJUMP;
544 self.teleport_time = 0;
547 else if (g_bugrigs && self.classname == "player")
551 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
553 // noclipping or flying
554 self.flags &~= FL_ONGROUND;
556 self.velocity = self.velocity * (1 - frametime * sv_friction);
557 makevectors(self.v_angle);
558 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
559 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
561 wishdir = normalize(wishvel);
562 wishspeed = vlen(wishvel);
563 if (wishspeed > sv_maxspeed*maxspd_mod)
564 wishspeed = sv_maxspeed*maxspd_mod;
565 if (time >= self.teleport_time)
567 f = wishspeed - (self.velocity * wishdir);
569 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
572 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
575 self.flags &~= FL_ONGROUND;
577 makevectors(self.v_angle);
578 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
579 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
580 if (wishvel == '0 0 0')
581 wishvel = '0 0 -60'; // drift towards bottom
583 wishdir = normalize(wishvel);
584 wishspeed = vlen(wishvel);
585 if (wishspeed > sv_maxspeed*maxspd_mod)
586 wishspeed = sv_maxspeed*maxspd_mod;
587 wishspeed = wishspeed * 0.7;
590 self.velocity = self.velocity * (1 - frametime * sv_friction);
592 // water acceleration
593 f = wishspeed - (self.velocity * wishdir);
595 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
597 else if (time < self.ladder_time)
599 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
600 self.flags &~= FL_ONGROUND;
602 self.velocity = self.velocity * (1 - frametime * sv_friction);
603 makevectors(self.v_angle);
604 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
605 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
607 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
609 self.velocity_z = self.velocity_z + sv_gravity * frametime;
610 if (self.ladder_entity.classname == "func_water")
613 if (f > self.ladder_entity.speed)
614 wishvel = wishvel * (self.ladder_entity.speed / f);
616 self.watertype = self.ladder_entity.skin;
617 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
618 if ((self.origin_z + self.view_ofs_z) < f)
619 self.waterlevel = WATERLEVEL_SUBMERGED;
620 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
621 self.waterlevel = WATERLEVEL_SWIMMING;
622 else if ((self.origin_z + self.mins_z + 1) < f)
623 self.waterlevel = WATERLEVEL_WETFEET;
626 self.waterlevel = WATERLEVEL_NONE;
627 self.watertype = CONTENT_EMPTY;
631 wishdir = normalize(wishvel);
632 wishspeed = vlen(wishvel);
633 if (wishspeed > sv_maxspeed)
634 wishspeed = sv_maxspeed;
635 if (time >= self.teleport_time)
637 f = wishspeed - (self.velocity * wishdir);
639 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
642 else if (g_jetpack && self.BUTTON_HOOK && (!cvar("g_jetpack_ammo") || self.ammo_cells >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
644 //makevectors(self.v_angle_y * '0 1 0');
645 makevectors(self.v_angle);
646 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
647 // add remaining speed as Z component
648 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
650 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
651 // add the unused velocity as up component
653 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
654 // it is now normalized, so...
655 wishvel_x *= cvar("g_jetpack_acceleration_side");
656 wishvel_y *= cvar("g_jetpack_acceleration_side");
657 wishvel_z *= cvar("g_jetpack_acceleration_up");
658 wishvel_z += cvar("g_jetpack_antigravity") * sv_gravity;
661 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
662 if(wishvel_z - sv_gravity > 0)
663 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
665 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
668 fvel = vlen(wishvel);
671 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
672 fvel = min(1, vlen(wishvel) / fvel);
674 if(cvar("g_jetpack_ammo") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
676 if(self.ammo_cells < 0.01)
679 f = min(1, self.ammo_cells / (cvar("g_jetpack_ammo") * frametime * fvel));
684 if (f > 0 && wishvel != '0 0 0')
686 self.velocity = self.velocity + wishvel * f * frametime;
687 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
688 self.ammo_cells -= cvar("g_jetpack_ammo") * frametime * fvel * f;
689 self.flags &~= FL_ONGROUND;
690 self.modelflags |= MF_ROCKET;
691 self.items |= IT_USING_JETPACK;
694 else if (self.flags & FL_ONGROUND)
696 // we get here if we ran out of ammo
697 if(g_jetpack && self.BUTTON_HOOK && !(buttons_prev & 32))
698 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
701 makevectors(self.v_angle_y * '0 1 0');
702 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
704 if(!(self.lastflags & FL_ONGROUND))
706 if(cvar("speedmeter"))
707 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
708 if(self.lastground < time - 0.3)
709 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
710 if(self.jumppadcount > 1)
711 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
712 self.jumppadcount = 0;
715 if (self.velocity_x || self.velocity_y)
716 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
721 if (f < sv_stopspeed)
722 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
724 f = 1 - frametime * sv_friction;
726 self.velocity = self.velocity * f;
728 self.velocity = '0 0 0';
731 wishdir = normalize(wishvel);
732 wishspeed = vlen(wishvel);
733 if (wishspeed > sv_maxspeed*maxspd_mod)
734 wishspeed = sv_maxspeed*maxspd_mod;
736 wishspeed = wishspeed * 0.5;
737 if (time >= self.teleport_time)
739 f = wishspeed - (self.velocity * wishdir);
741 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
746 // we get here if we ran out of ammo
747 if(g_jetpack && self.BUTTON_HOOK && !(buttons_prev & 32))
748 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
752 maxairspd = sv_maxairspeed*maxspd_mod;
753 airaccel = sv_airaccelerate*maxspd_mod;
757 maxairspd = sv_maxairspeed;
758 airaccel = sv_airaccelerate;
761 makevectors(self.v_angle_y * '0 1 0');
762 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
764 wishdir = normalize(wishvel);
765 wishspeed = vlen(wishvel);
766 if (wishspeed > maxairspd)
767 wishspeed = maxairspd;
769 wishspeed = wishspeed * 0.5;
770 if (time >= self.teleport_time)
772 // NOTE: this does the same as the commented out old code if:
774 // sv_airaccel_sideways_friction 0
779 vel_straight = self.velocity * wishdir;
780 vel_z = self.velocity_z;
781 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
783 f = wishspeed - vel_straight;
785 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
787 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
789 // anti-sideways friction to fix QW-style bunnyhopping
790 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
792 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
795 f = wishspeed;// - (self.velocity * wishdir);
797 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
802 if(self.flags & FL_ONGROUND)
803 self.lastground = time;
805 self.lastflags = self.flags;