4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
17 void Nixnex_GiveCurrentWeapon();
18 void SV_PlayerPhysics()
20 local vector wishvel, wishdir, v;
21 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
24 if (clienttype(self) == CLIENTTYPE_BOT)
27 if (self.movetype == MOVETYPE_NONE)
30 if (self.punchangle != '0 0 0')
32 f = vlen(self.punchangle) - 10 * frametime;
34 self.punchangle = normalize(self.punchangle) * f;
36 self.punchangle = '0 0 0';
39 if (self.punchvector != '0 0 0')
41 f = vlen(self.punchvector) - 30 * frametime;
43 self.punchvector = normalize(self.punchvector) * f;
45 self.punchvector = '0 0 0';
50 if(cvar("g_runematch"))
52 if(self.runes & RUNE_SPEED)
54 if(self.runes & CURSE_SLOW)
55 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
57 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
59 else if(self.runes & CURSE_SLOW)
61 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
65 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
67 maxspd_mod = cvar("g_balance_rune_speed_moverate");
72 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
75 if(self.flags & FL_NOTARGET)
76 spd = sv_maxspeed * cvar("sv_spectator_speed_multiplier");
78 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
84 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
85 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
86 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
87 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
89 temps = ftos(sv_accelerate * maxspd_mod);
90 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
93 // if dead, behave differently
100 self.angles_y = self.v_angle_y;
104 if (self.flags & FL_WATERJUMP )
106 self.velocity_x = self.movedir_x;
107 self.velocity_y = self.movedir_y;
108 if (time > self.teleport_time || self.waterlevel == 0)
110 self.flags = self.flags - (self.flags & FL_WATERJUMP);
111 self.teleport_time = 0;
114 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
116 // noclipping or flying
117 self.flags = self.flags - (self.flags & FL_ONGROUND);
119 self.velocity = self.velocity * (1 - frametime * sv_friction);
120 makevectors(self.v_angle);
121 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
122 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
124 wishdir = normalize(wishvel);
125 wishspeed = vlen(wishvel);
126 if (wishspeed > sv_maxspeed*maxspd_mod)
127 wishspeed = sv_maxspeed*maxspd_mod;
128 if (time >= self.teleport_time)
130 f = wishspeed - (self.velocity * wishdir);
132 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
135 else if (self.waterlevel >= 2)
138 self.flags = self.flags - (self.flags & FL_ONGROUND);
140 makevectors(self.v_angle);
141 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
142 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
143 if (wishvel == '0 0 0')
144 wishvel = '0 0 -60'; // drift towards bottom
146 wishdir = normalize(wishvel);
147 wishspeed = vlen(wishvel);
148 if (wishspeed > sv_maxspeed*maxspd_mod)
149 wishspeed = sv_maxspeed*maxspd_mod;
150 wishspeed = wishspeed * 0.7;
153 self.velocity = self.velocity * (1 - frametime * sv_friction);
155 // water acceleration
156 f = wishspeed - (self.velocity * wishdir);
158 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
160 else if (time < self.ladder_time)
162 // on a func_ladder or swimming in func_water
163 self.flags = self.flags - (self.flags & FL_ONGROUND);
165 self.velocity = self.velocity * (1 - frametime * sv_friction);
166 makevectors(self.v_angle);
167 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
168 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
170 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
172 self.velocity_z = self.velocity_z + sv_gravity * frametime;
173 if (self.ladder_entity.classname == "func_water")
176 if (f > self.ladder_entity.speed)
177 wishvel = wishvel * (self.ladder_entity.speed / f);
179 self.watertype = self.ladder_entity.skin;
180 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
181 if ((self.origin_z + self.view_ofs_z) < f)
183 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
185 else if ((self.origin_z + self.mins_z + 1) < f)
190 self.watertype = CONTENT_EMPTY;
194 wishdir = normalize(wishvel);
195 wishspeed = vlen(wishvel);
196 if (wishspeed > sv_maxspeed)
197 wishspeed = sv_maxspeed;
198 if (time >= self.teleport_time)
200 f = wishspeed - (self.velocity * wishdir);
202 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
205 else if (self.flags & FL_ONGROUND)
208 makevectors(self.v_angle_y * '0 1 0');
209 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
211 if(!(self.lastflags & FL_ONGROUND))
213 if(cvar("speedmeter"))
214 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
215 if(self.lastground < time - 0.3)
216 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
217 if(self.jumppadcount > 1)
218 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
219 self.jumppadcount = 0;
222 if (self.velocity_x || self.velocity_y)
223 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
228 if (f < sv_stopspeed)
229 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
231 f = 1 - frametime * sv_friction;
233 self.velocity = self.velocity * f;
235 self.velocity = '0 0 0';
238 wishdir = normalize(wishvel);
239 wishspeed = vlen(wishvel);
240 if (wishspeed > sv_maxspeed*maxspd_mod)
241 wishspeed = sv_maxspeed*maxspd_mod;
243 wishspeed = wishspeed * 0.5;
244 if (time >= self.teleport_time)
246 f = wishspeed - (self.velocity * wishdir);
248 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
255 maxairspd = sv_maxairspeed*maxspd_mod;
256 airaccel = sv_airaccelerate*maxspd_mod;
260 maxairspd = sv_maxairspeed;
261 airaccel = sv_airaccelerate;
264 makevectors(self.v_angle_y * '0 1 0');
265 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
267 wishdir = normalize(wishvel);
268 wishspeed = vlen(wishvel);
269 if (wishspeed > maxairspd)
270 wishspeed = maxairspd;
272 wishspeed = wishspeed * 0.5;
273 if (time >= self.teleport_time)
275 // NOTE: this does the same as the commented out old code if:
277 // sv_airaccel_sideways_friction 0
282 vel_straight = self.velocity * wishdir;
283 vel_z = self.velocity_z;
284 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
286 f = wishspeed - vel_straight;
288 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
290 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
292 // anti-sideways friction to fix QW-style bunnyhopping
293 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
295 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
298 f = wishspeed;// - (self.velocity * wishdir);
300 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
305 if(self.flags & FL_ONGROUND)
306 self.lastground = time;
308 self.lastflags = self.flags;