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);
87 local vector start, end;
89 // check for a jump-out-of-water
90 makevectors (self.angles);
92 start_z = start_z + 8;
95 end = start + v_forward*24;
96 traceline (start, end, TRUE, self);
97 if (trace_fraction < 1)
99 start_z = start_z + self.maxs_z - 8;
100 end = start + v_forward*24;
101 self.movedir = trace_plane_normal * -50;
102 traceline (start, end, TRUE, self);
103 if (trace_fraction == 1)
104 { // open at eye level
105 self.flags = self.flags | FL_WATERJUMP;
106 self.velocity_z = 225;
107 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
108 self.teleport_time = time + 2; // safety net
114 .vector movement_old;
118 void Nixnex_GiveCurrentWeapon();
119 void SV_PlayerPhysics()
121 local vector wishvel, wishdir, v;
122 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
125 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;
126 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
128 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
129 self.parm_idlesince = time;
131 self.buttons_old = buttons;
132 self.movement_old = self.movement;
133 self.v_angle_old = self.v_angle;
135 if(time > self.shtest_next)
137 if(self.shtest_next > 0)
139 // self.shtest_accumulator:
140 // started at time - SHTEST_DELTA
141 // should be at SHTEST_DELTA
142 shtest_score = self.shtest_accumulator / SHTEST_DELTA;
143 if(shtest_score > 1.2)
144 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
145 else if(cvar("developer_shtest"))
146 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
148 self.shtest_next = time + SHTEST_DELTA;
149 self.shtest_accumulator = 0;
151 self.shtest_accumulator += frametime;
153 if (clienttype(self) == CLIENTTYPE_BOT)
156 if (self.movetype == MOVETYPE_NONE)
159 if (self.punchangle != '0 0 0')
161 f = vlen(self.punchangle) - 10 * frametime;
163 self.punchangle = normalize(self.punchangle) * f;
165 self.punchangle = '0 0 0';
168 if (self.punchvector != '0 0 0')
170 f = vlen(self.punchvector) - 30 * frametime;
172 self.punchvector = normalize(self.punchvector) * f;
174 self.punchvector = '0 0 0';
181 if(self.runes & RUNE_SPEED)
183 if(self.runes & CURSE_SLOW)
184 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
186 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
188 else if(self.runes & CURSE_SLOW)
190 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
194 if(g_minstagib && (self.items & IT_INVINCIBLE))
196 maxspd_mod = cvar("g_minstagib_speed_moverate");
201 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
204 if(self.flags & FL_NOTARGET)
205 maxspd_mod = cvar("sv_spectator_speed_multiplier");
207 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
209 if(self.speed != spd)
213 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
214 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
215 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
216 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
218 temps = ftos(sv_accelerate * maxspd_mod);
219 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
222 // if dead, behave differently
229 self.angles_y = self.v_angle_y;
233 if(self.classname == "player")
237 self.flags = self.flags - (self.flags & FL_ONGROUND);
238 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
239 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
240 self.flags = self.flags | FL_ONGROUND;
243 if (self.BUTTON_JUMP)
246 self.flags = self.flags | FL_JUMPRELEASED;
248 if (self.waterlevel == 2)
252 if (self.flags & FL_WATERJUMP )
254 self.velocity_x = self.movedir_x;
255 self.velocity_y = self.movedir_y;
256 if (time > self.teleport_time || self.waterlevel == 0)
258 self.flags = self.flags - (self.flags & FL_WATERJUMP);
259 self.teleport_time = 0;
262 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
264 // noclipping or flying
265 self.flags = self.flags - (self.flags & FL_ONGROUND);
267 self.velocity = self.velocity * (1 - frametime * sv_friction);
268 makevectors(self.v_angle);
269 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
270 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
272 wishdir = normalize(wishvel);
273 wishspeed = vlen(wishvel);
274 if (wishspeed > sv_maxspeed*maxspd_mod)
275 wishspeed = sv_maxspeed*maxspd_mod;
276 if (time >= self.teleport_time)
278 f = wishspeed - (self.velocity * wishdir);
280 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
283 else if (self.waterlevel >= 2)
286 self.flags = self.flags - (self.flags & FL_ONGROUND);
288 makevectors(self.v_angle);
289 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
290 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
291 if (wishvel == '0 0 0')
292 wishvel = '0 0 -60'; // drift towards bottom
294 wishdir = normalize(wishvel);
295 wishspeed = vlen(wishvel);
296 if (wishspeed > sv_maxspeed*maxspd_mod)
297 wishspeed = sv_maxspeed*maxspd_mod;
298 wishspeed = wishspeed * 0.7;
301 self.velocity = self.velocity * (1 - frametime * sv_friction);
303 // water acceleration
304 f = wishspeed - (self.velocity * wishdir);
306 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
308 else if (time < self.ladder_time)
310 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
311 self.flags = self.flags - (self.flags & FL_ONGROUND);
313 self.velocity = self.velocity * (1 - frametime * sv_friction);
314 makevectors(self.v_angle);
315 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
316 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
318 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
320 self.velocity_z = self.velocity_z + sv_gravity * frametime;
321 if (self.ladder_entity.classname == "func_water")
324 if (f > self.ladder_entity.speed)
325 wishvel = wishvel * (self.ladder_entity.speed / f);
327 self.watertype = self.ladder_entity.skin;
328 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
329 if ((self.origin_z + self.view_ofs_z) < f)
331 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
333 else if ((self.origin_z + self.mins_z + 1) < f)
338 self.watertype = CONTENT_EMPTY;
342 wishdir = normalize(wishvel);
343 wishspeed = vlen(wishvel);
344 if (wishspeed > sv_maxspeed)
345 wishspeed = sv_maxspeed;
346 if (time >= self.teleport_time)
348 f = wishspeed - (self.velocity * wishdir);
350 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
353 else if (self.flags & FL_ONGROUND)
356 makevectors(self.v_angle_y * '0 1 0');
357 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
359 if(!(self.lastflags & FL_ONGROUND))
361 if(cvar("speedmeter"))
362 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
363 if(self.lastground < time - 0.3)
364 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
365 if(self.jumppadcount > 1)
366 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
367 self.jumppadcount = 0;
370 if (self.velocity_x || self.velocity_y)
371 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
376 if (f < sv_stopspeed)
377 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
379 f = 1 - frametime * sv_friction;
381 self.velocity = self.velocity * f;
383 self.velocity = '0 0 0';
386 wishdir = normalize(wishvel);
387 wishspeed = vlen(wishvel);
388 if (wishspeed > sv_maxspeed*maxspd_mod)
389 wishspeed = sv_maxspeed*maxspd_mod;
391 wishspeed = wishspeed * 0.5;
392 if (time >= self.teleport_time)
394 f = wishspeed - (self.velocity * wishdir);
396 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
403 maxairspd = sv_maxairspeed*maxspd_mod;
404 airaccel = sv_airaccelerate*maxspd_mod;
408 maxairspd = sv_maxairspeed;
409 airaccel = sv_airaccelerate;
412 makevectors(self.v_angle_y * '0 1 0');
413 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
415 wishdir = normalize(wishvel);
416 wishspeed = vlen(wishvel);
417 if (wishspeed > maxairspd)
418 wishspeed = maxairspd;
420 wishspeed = wishspeed * 0.5;
421 if (time >= self.teleport_time)
423 // NOTE: this does the same as the commented out old code if:
425 // sv_airaccel_sideways_friction 0
430 vel_straight = self.velocity * wishdir;
431 vel_z = self.velocity_z;
432 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
434 f = wishspeed - vel_straight;
436 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
438 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
440 // anti-sideways friction to fix QW-style bunnyhopping
441 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
443 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
446 f = wishspeed;// - (self.velocity * wishdir);
448 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
453 if(self.flags & FL_ONGROUND)
454 self.lastground = time;
456 self.lastflags = self.flags;