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))
50 if (!(self.flags & FL_JUMPRELEASED))
55 if(self.runes & RUNE_SPEED)
57 if(self.runes & CURSE_SLOW)
58 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
60 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
62 else if(self.runes & CURSE_SLOW)
64 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
68 if(g_minstagib && (self.items & IT_INVINCIBLE))
70 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
73 self.velocity_z = self.velocity_z + mjumpheight;
74 self.oldvelocity_z = self.velocity_z;
76 self.flags = self.flags - FL_ONGROUND;
77 self.flags = self.flags - FL_JUMPRELEASED;
80 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
82 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
84 PlayerSound(playersound_jump, CHAN_AUTO, 0);
89 local vector start, end;
91 // check for a jump-out-of-water
92 makevectors (self.angles);
94 start_z = start_z + 8;
97 end = start + v_forward*24;
98 traceline (start, end, TRUE, self);
99 if (trace_fraction < 1)
101 start_z = start_z + self.maxs_z - 8;
102 end = start + v_forward*24;
103 self.movedir = trace_plane_normal * -50;
104 traceline (start, end, TRUE, self);
105 if (trace_fraction == 1)
106 { // open at eye level
107 self.flags = self.flags | FL_WATERJUMP;
108 self.velocity_z = 225;
109 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
110 self.teleport_time = time + 2; // safety net
116 .vector movement_old;
120 void Nixnex_GiveCurrentWeapon();
121 void SV_PlayerPhysics()
123 local vector wishvel, wishdir, v;
124 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
127 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;
128 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
130 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
131 self.parm_idlesince = time;
133 self.buttons_old = buttons;
134 self.movement_old = self.movement;
135 self.v_angle_old = self.v_angle;
137 if(time > self.shtest_next)
139 if(self.shtest_next > 0)
141 // self.shtest_accumulator:
142 // started at time - SHTEST_DELTA
143 // should be at SHTEST_DELTA
144 shtest_score = self.shtest_accumulator / SHTEST_DELTA;
145 if(shtest_score > 1.2)
146 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
147 else if(cvar("developer_shtest"))
148 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
150 self.shtest_next = time + SHTEST_DELTA;
151 self.shtest_accumulator = 0;
153 self.shtest_accumulator += frametime;
155 if (clienttype(self) == CLIENTTYPE_BOT)
158 if (self.movetype == MOVETYPE_NONE)
161 if (self.punchangle != '0 0 0')
163 f = vlen(self.punchangle) - 10 * frametime;
165 self.punchangle = normalize(self.punchangle) * f;
167 self.punchangle = '0 0 0';
170 if (self.punchvector != '0 0 0')
172 f = vlen(self.punchvector) - 30 * frametime;
174 self.punchvector = normalize(self.punchvector) * f;
176 self.punchvector = '0 0 0';
183 if(self.runes & RUNE_SPEED)
185 if(self.runes & CURSE_SLOW)
186 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
188 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
190 else if(self.runes & CURSE_SLOW)
192 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
196 if(g_minstagib && (self.items & IT_INVINCIBLE))
198 maxspd_mod = cvar("g_minstagib_speed_moverate");
203 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
206 if(self.flags & FL_NOTARGET)
207 maxspd_mod = cvar("sv_spectator_speed_multiplier");
209 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
211 if(self.speed != spd)
215 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
216 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
217 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
218 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
220 temps = ftos(sv_accelerate * maxspd_mod);
221 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
224 // if dead, behave differently
231 self.angles_y = self.v_angle_y;
235 if(self.classname == "player")
239 self.flags = self.flags - (self.flags & FL_ONGROUND);
240 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
241 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
242 self.flags = self.flags | FL_ONGROUND;
245 if (self.BUTTON_JUMP)
248 self.flags = self.flags | FL_JUMPRELEASED;
250 if (self.waterlevel == 2)
254 if (self.flags & FL_WATERJUMP )
256 self.velocity_x = self.movedir_x;
257 self.velocity_y = self.movedir_y;
258 if (time > self.teleport_time || self.waterlevel == 0)
260 self.flags = self.flags - (self.flags & FL_WATERJUMP);
261 self.teleport_time = 0;
264 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
266 // noclipping or flying
267 self.flags = self.flags - (self.flags & FL_ONGROUND);
269 self.velocity = self.velocity * (1 - frametime * sv_friction);
270 makevectors(self.v_angle);
271 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
272 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
274 wishdir = normalize(wishvel);
275 wishspeed = vlen(wishvel);
276 if (wishspeed > sv_maxspeed*maxspd_mod)
277 wishspeed = sv_maxspeed*maxspd_mod;
278 if (time >= self.teleport_time)
280 f = wishspeed - (self.velocity * wishdir);
282 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
285 else if (self.waterlevel >= 2)
288 self.flags = self.flags - (self.flags & FL_ONGROUND);
290 makevectors(self.v_angle);
291 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
292 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
293 if (wishvel == '0 0 0')
294 wishvel = '0 0 -60'; // drift towards bottom
296 wishdir = normalize(wishvel);
297 wishspeed = vlen(wishvel);
298 if (wishspeed > sv_maxspeed*maxspd_mod)
299 wishspeed = sv_maxspeed*maxspd_mod;
300 wishspeed = wishspeed * 0.7;
303 self.velocity = self.velocity * (1 - frametime * sv_friction);
305 // water acceleration
306 f = wishspeed - (self.velocity * wishdir);
308 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
310 else if (time < self.ladder_time)
312 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
313 self.flags = self.flags - (self.flags & FL_ONGROUND);
315 self.velocity = self.velocity * (1 - frametime * sv_friction);
316 makevectors(self.v_angle);
317 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
318 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
320 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
322 self.velocity_z = self.velocity_z + sv_gravity * frametime;
323 if (self.ladder_entity.classname == "func_water")
326 if (f > self.ladder_entity.speed)
327 wishvel = wishvel * (self.ladder_entity.speed / f);
329 self.watertype = self.ladder_entity.skin;
330 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
331 if ((self.origin_z + self.view_ofs_z) < f)
333 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
335 else if ((self.origin_z + self.mins_z + 1) < f)
340 self.watertype = CONTENT_EMPTY;
344 wishdir = normalize(wishvel);
345 wishspeed = vlen(wishvel);
346 if (wishspeed > sv_maxspeed)
347 wishspeed = sv_maxspeed;
348 if (time >= self.teleport_time)
350 f = wishspeed - (self.velocity * wishdir);
352 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
355 else if (self.flags & FL_ONGROUND)
358 makevectors(self.v_angle_y * '0 1 0');
359 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
361 if(!(self.lastflags & FL_ONGROUND))
363 if(cvar("speedmeter"))
364 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
365 if(self.lastground < time - 0.3)
366 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
367 if(self.jumppadcount > 1)
368 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
369 self.jumppadcount = 0;
372 if (self.velocity_x || self.velocity_y)
373 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
378 if (f < sv_stopspeed)
379 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
381 f = 1 - frametime * sv_friction;
383 self.velocity = self.velocity * f;
385 self.velocity = '0 0 0';
388 wishdir = normalize(wishvel);
389 wishspeed = vlen(wishvel);
390 if (wishspeed > sv_maxspeed*maxspd_mod)
391 wishspeed = sv_maxspeed*maxspd_mod;
393 wishspeed = wishspeed * 0.5;
394 if (time >= self.teleport_time)
396 f = wishspeed - (self.velocity * wishdir);
398 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
405 maxairspd = sv_maxairspeed*maxspd_mod;
406 airaccel = sv_airaccelerate*maxspd_mod;
410 maxairspd = sv_maxairspeed;
411 airaccel = sv_airaccelerate;
414 makevectors(self.v_angle_y * '0 1 0');
415 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
417 wishdir = normalize(wishvel);
418 wishspeed = vlen(wishvel);
419 if (wishspeed > maxairspd)
420 wishspeed = maxairspd;
422 wishspeed = wishspeed * 0.5;
423 if (time >= self.teleport_time)
425 // NOTE: this does the same as the commented out old code if:
427 // sv_airaccel_sideways_friction 0
432 vel_straight = self.velocity * wishdir;
433 vel_z = self.velocity_z;
434 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
436 f = wishspeed - vel_straight;
438 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
440 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
442 // anti-sideways friction to fix QW-style bunnyhopping
443 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
445 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
448 f = wishspeed;// - (self.velocity * wishdir);
450 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
455 if(self.flags & FL_ONGROUND)
456 self.lastground = time;
458 if(self.flags & FL_ONGROUND)
459 if not(self.lastflags & FL_ONGROUND)
460 PlayerSound(playersound_fall, CHAN_AUTO, 0);
462 self.lastflags = self.flags;