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 >= 2)
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))
58 if(self.runes & RUNE_SPEED)
60 if(self.runes & CURSE_SLOW)
61 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
63 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
65 else if(self.runes & CURSE_SLOW)
67 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
71 if(g_minstagib && (self.items & IT_INVINCIBLE))
73 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
76 self.velocity_z = self.velocity_z + mjumpheight;
77 self.oldvelocity_z = self.velocity_z;
79 self.flags = self.flags - FL_ONGROUND;
80 self.flags = self.flags - FL_JUMPRELEASED;
83 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
85 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
88 PlayerSound(playersound_jump, CHAN_PLAYER, 0);
93 local vector start, end;
95 // check for a jump-out-of-water
96 makevectors (self.angles);
98 start_z = start_z + 8;
100 normalize(v_forward);
101 end = start + v_forward*24;
102 traceline (start, end, TRUE, self);
103 if (trace_fraction < 1)
105 start_z = start_z + self.maxs_z - 8;
106 end = start + v_forward*24;
107 self.movedir = trace_plane_normal * -50;
108 traceline (start, end, TRUE, self);
109 if (trace_fraction == 1)
110 { // open at eye level
111 self.flags = self.flags | FL_WATERJUMP;
112 self.velocity_z = 225;
113 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
114 self.teleport_time = time + 2; // safety net
120 float racecar_angle(float forward, float down)
122 float ret, angle_mult;
130 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
132 angle_mult = forward / (800 + forward);
135 return ret * angle_mult + 360 * (1 - angle_mult);
137 return ret * angle_mult;
140 void RaceCarPhysics()
142 // using this move type for "big rigs"
143 // the engine does not push the entity!
145 float accel, steer, f;
146 vector angles_save, rigvel;
148 angles_save = self.angles;
149 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
150 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
152 if(g_bugrigs_reverse_speeding)
156 // back accel is DIGITAL
157 // to prevent speedhack
167 makevectors(self.angles); // new forward direction!
169 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
171 float myspeed, upspeed, steerfactor, accelfactor;
173 myspeed = self.velocity * v_forward;
174 upspeed = self.velocity * v_up;
176 // responsiveness factor for steering and acceleration
177 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
178 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
180 if(myspeed < 0 && g_bugrigs_reverse_spinning)
181 steerfactor = -myspeed * g_bugrigs_steer;
183 steerfactor = -myspeed * f * g_bugrigs_steer;
185 if(myspeed < 0 && g_bugrigs_reverse_speeding)
186 accelfactor = g_bugrigs_accel;
188 accelfactor = f * g_bugrigs_accel;
189 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
195 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
199 if(!g_bugrigs_reverse_speeding)
200 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
207 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
211 if(g_bugrigs_reverse_stopping)
214 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
217 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
218 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
220 self.angles_y += steer * frametime * steerfactor; // apply steering
221 makevectors(self.angles); // new forward direction!
223 myspeed += accel * accelfactor * frametime;
225 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
229 myspeed = vlen(self.velocity);
231 // responsiveness factor for steering and acceleration
232 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
233 steerfactor = -myspeed * f;
234 self.angles_y += steer * frametime * steerfactor; // apply steering
236 rigvel = self.velocity;
237 makevectors(self.angles); // new forward direction!
240 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
241 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
242 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
243 //MAXIMA: solve(total_acceleration(v) = 0, v);
245 if(g_bugrigs_planar_movement)
247 vector rigvel_xy, neworigin, up;
250 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
254 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
257 mt = MOVE_NOMONSTERS;
259 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
260 up = trace_endpos - self.origin;
262 // BUG RIGS: align the move to the surface instead of doing collision testing
264 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
267 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
269 if(trace_fraction < 0.5)
272 neworigin = self.origin;
275 neworigin = trace_endpos;
277 if(trace_fraction < 1)
279 // now set angles_x so that the car points parallel to the surface
280 self.angles = vectoangles(
281 '1 0 0' * v_forward_x * trace_plane_normal_z
283 '0 1 0' * v_forward_y * trace_plane_normal_z
285 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
287 self.flags |= FL_ONGROUND;
291 // now set angles_x so that the car points forward, but is tilted in velocity direction
292 self.flags &~= FL_ONGROUND;
295 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
296 self.movetype = MOVETYPE_NOCLIP;
300 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
301 self.velocity = rigvel;
302 self.movetype = MOVETYPE_FLY;
306 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
307 if(trace_fraction != 1)
309 self.angles = vectoangles2(
310 '1 0 0' * v_forward_x * trace_plane_normal_z
312 '0 1 0' * v_forward_y * trace_plane_normal_z
314 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
322 vel_local_x = v_forward * self.velocity;
323 vel_local_y = v_right * self.velocity;
324 vel_local_z = v_up * self.velocity;
326 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
327 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
331 vector vf1, vu1, smoothangles;
332 makevectors(self.angles);
333 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
338 makevectors(angles_save);
339 vf1 = vf1 + v_forward * (1 - f);
340 vu1 = vu1 + v_up * (1 - f);
341 smoothangles = vectoangles2(vf1, vu1);
342 self.angles_x = -smoothangles_x;
343 self.angles_z = smoothangles_z;
346 .vector movement_old;
350 void Nixnex_GiveCurrentWeapon();
351 void SV_PlayerPhysics()
353 local vector wishvel, wishdir, v;
354 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
357 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;
358 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
360 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
361 self.parm_idlesince = time;
363 self.buttons_old = buttons;
364 self.movement_old = self.movement;
365 self.v_angle_old = self.v_angle;
367 if(time > self.shtest_next)
369 if(self.shtest_next > 0)
371 // self.shtest_accumulator:
372 // started at time - SHTEST_DELTA
373 // should be at SHTEST_DELTA
374 shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
375 if(shtest_score > SHTEST_THRESHOLD)
376 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
377 else if(cvar("developer_shtest"))
378 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
380 self.shtest_next = time + SHTEST_DELTA;
381 self.shtest_accumulator = 0;
383 self.shtest_accumulator += frametime;
385 if (clienttype(self) == CLIENTTYPE_BOT)
388 if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
391 if (self.punchangle != '0 0 0')
393 f = vlen(self.punchangle) - 10 * frametime;
395 self.punchangle = normalize(self.punchangle) * f;
397 self.punchangle = '0 0 0';
400 if (self.punchvector != '0 0 0')
402 f = vlen(self.punchvector) - 30 * frametime;
404 self.punchvector = normalize(self.punchvector) * f;
406 self.punchvector = '0 0 0';
413 if(self.runes & RUNE_SPEED)
415 if(self.runes & CURSE_SLOW)
416 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
418 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
420 else if(self.runes & CURSE_SLOW)
422 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
426 if(g_minstagib && (self.items & IT_INVINCIBLE))
428 maxspd_mod = cvar("g_minstagib_speed_moverate");
433 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
436 if(self.flags & FL_NOTARGET)
438 maxspd_mod = cvar("sv_spectator_speed_multiplier");
439 if(!self.spectatorspeed)
440 self.spectatorspeed = maxspd_mod;
441 if(self.impulse && self.impulse <= 19)
443 if(self.lastflags & FL_NOTARGET)
445 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
446 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
447 else if(self.impulse == 11)
448 self.spectatorspeed = maxspd_mod;
449 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
450 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
451 else if(self.impulse >= 1 && self.impulse <= 9)
452 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
453 } // otherwise just clear
456 maxspd_mod = self.spectatorspeed;
459 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
461 if(self.speed != spd)
465 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
466 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
467 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
468 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
470 temps = ftos(sv_accelerate * maxspd_mod);
471 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
474 // if dead, behave differently
478 if (!self.fixangle && !g_bugrigs)
481 self.angles_y = self.v_angle_y;
485 if(self.flags & FL_ONGROUND)
490 if(self.waterlevel < 2)
491 if(time >= self.ladder_time)
494 self.nextstep = time + 0.3 + random() * 0.1;
495 trace_dphitq3surfaceflags = 0;
496 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
497 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
499 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
500 GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
502 GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
510 if(self.classname == "player")
514 self.flags = self.flags - (self.flags & FL_ONGROUND);
515 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
516 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
517 self.flags = self.flags | FL_ONGROUND;
520 if (self.BUTTON_JUMP)
523 self.flags = self.flags | FL_JUMPRELEASED;
525 if (self.waterlevel == 2)
529 if (self.flags & FL_WATERJUMP )
531 self.velocity_x = self.movedir_x;
532 self.velocity_y = self.movedir_y;
533 if (time > self.teleport_time || self.waterlevel == 0)
535 self.flags = self.flags - (self.flags & FL_WATERJUMP);
536 self.teleport_time = 0;
539 else if (g_bugrigs && self.classname == "player")
543 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
545 // noclipping or flying
546 self.flags = self.flags - (self.flags & FL_ONGROUND);
548 self.velocity = self.velocity * (1 - frametime * sv_friction);
549 makevectors(self.v_angle);
550 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
551 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
553 wishdir = normalize(wishvel);
554 wishspeed = vlen(wishvel);
555 if (wishspeed > sv_maxspeed*maxspd_mod)
556 wishspeed = sv_maxspeed*maxspd_mod;
557 if (time >= self.teleport_time)
559 f = wishspeed - (self.velocity * wishdir);
561 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
564 else if (self.waterlevel >= 2)
567 self.flags = self.flags - (self.flags & FL_ONGROUND);
569 makevectors(self.v_angle);
570 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
571 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
572 if (wishvel == '0 0 0')
573 wishvel = '0 0 -60'; // drift towards bottom
575 wishdir = normalize(wishvel);
576 wishspeed = vlen(wishvel);
577 if (wishspeed > sv_maxspeed*maxspd_mod)
578 wishspeed = sv_maxspeed*maxspd_mod;
579 wishspeed = wishspeed * 0.7;
582 self.velocity = self.velocity * (1 - frametime * sv_friction);
584 // water acceleration
585 f = wishspeed - (self.velocity * wishdir);
587 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
589 else if (time < self.ladder_time)
591 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
592 self.flags = self.flags - (self.flags & FL_ONGROUND);
594 self.velocity = self.velocity * (1 - frametime * sv_friction);
595 makevectors(self.v_angle);
596 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
597 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
599 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
601 self.velocity_z = self.velocity_z + sv_gravity * frametime;
602 if (self.ladder_entity.classname == "func_water")
605 if (f > self.ladder_entity.speed)
606 wishvel = wishvel * (self.ladder_entity.speed / f);
608 self.watertype = self.ladder_entity.skin;
609 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
610 if ((self.origin_z + self.view_ofs_z) < f)
612 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
614 else if ((self.origin_z + self.mins_z + 1) < f)
619 self.watertype = CONTENT_EMPTY;
623 wishdir = normalize(wishvel);
624 wishspeed = vlen(wishvel);
625 if (wishspeed > sv_maxspeed)
626 wishspeed = sv_maxspeed;
627 if (time >= self.teleport_time)
629 f = wishspeed - (self.velocity * wishdir);
631 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
634 else if (self.flags & FL_ONGROUND)
637 makevectors(self.v_angle_y * '0 1 0');
638 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
640 if(!(self.lastflags & FL_ONGROUND))
642 if(cvar("speedmeter"))
643 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
644 if(self.lastground < time - 0.3)
645 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
646 if(self.jumppadcount > 1)
647 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
648 self.jumppadcount = 0;
651 if (self.velocity_x || self.velocity_y)
652 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
657 if (f < sv_stopspeed)
658 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
660 f = 1 - frametime * sv_friction;
662 self.velocity = self.velocity * f;
664 self.velocity = '0 0 0';
667 wishdir = normalize(wishvel);
668 wishspeed = vlen(wishvel);
669 if (wishspeed > sv_maxspeed*maxspd_mod)
670 wishspeed = sv_maxspeed*maxspd_mod;
672 wishspeed = wishspeed * 0.5;
673 if (time >= self.teleport_time)
675 f = wishspeed - (self.velocity * wishdir);
677 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
684 maxairspd = sv_maxairspeed*maxspd_mod;
685 airaccel = sv_airaccelerate*maxspd_mod;
689 maxairspd = sv_maxairspeed;
690 airaccel = sv_airaccelerate;
693 makevectors(self.v_angle_y * '0 1 0');
694 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
696 wishdir = normalize(wishvel);
697 wishspeed = vlen(wishvel);
698 if (wishspeed > maxairspd)
699 wishspeed = maxairspd;
701 wishspeed = wishspeed * 0.5;
702 if (time >= self.teleport_time)
704 // NOTE: this does the same as the commented out old code if:
706 // sv_airaccel_sideways_friction 0
711 vel_straight = self.velocity * wishdir;
712 vel_z = self.velocity_z;
713 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
715 f = wishspeed - vel_straight;
717 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
719 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
721 // anti-sideways friction to fix QW-style bunnyhopping
722 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
724 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
727 f = wishspeed;// - (self.velocity * wishdir);
729 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
734 if(self.flags & FL_ONGROUND)
735 self.lastground = time;
737 self.lastflags = self.flags;