7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
17 float sv_warsowbunny_airforwardaccel;
18 float sv_warsowbunny_accel;
19 float sv_warsowbunny_topspeed;
20 float sv_warsowbunny_turnaccel;
21 float sv_warsowbunny_backtosideratio;
24 .entity ladder_entity;
26 .float swamp_slowdown;
30 .float spectatorspeed;
32 #define SHTEST_DELTA 10
33 #define SHTEST_THRESHOLD 1.1
35 .float shtest_accumulator;
36 .float doublejump_nextjumptime;
42 When you press the jump key
45 void PlayerJump (void)
49 mjumpheight = cvar("sv_jumpvelocity");
50 if (self.waterlevel >= WATERLEVEL_SWIMMING)
52 if (self.watertype == CONTENT_WATER)
53 self.velocity_z = 200;
54 else if (self.watertype == CONTENT_SLIME)
62 if (!(self.flags & FL_ONGROUND))
66 if (!(self.flags & FL_JUMPRELEASED))
69 if(self.health <= g_bloodloss)
73 if(time < self.doublejump_nextjumptime)
78 if(self.runes & RUNE_SPEED)
80 if(self.runes & CURSE_SLOW)
81 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
83 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
85 else if(self.runes & CURSE_SLOW)
87 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
91 if(g_minstagib && (self.items & IT_INVINCIBLE))
93 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
96 if(!(self.lastflags & FL_ONGROUND))
98 if(cvar("speedmeter"))
99 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
100 if(self.lastground < time - 0.3)
101 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
102 if(self.jumppadcount > 1)
103 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
104 self.jumppadcount = 0;
107 self.velocity_z = self.velocity_z + mjumpheight;
108 self.oldvelocity_z = self.velocity_z;
110 self.flags &~= FL_ONGROUND;
111 self.flags &~= FL_JUMPRELEASED;
114 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
116 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
119 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
123 // we're moving upwards at self.velocity_z
124 // only allow jumping after we got 3 units upwards
125 // so we for sure leave the FL_ONGROUND check
127 // but as this sucks because of factoring in gravity, we'll just do it
128 // for 4 units, and constant velocity
129 self.doublejump_nextjumptime = time + 4 / max(40, self.velocity_z); // max 0.1s blocking of jumps
132 self.restart_jump = -1; // restart jump anim next time
133 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
136 void CheckWaterJump()
138 local vector start, end;
140 // check for a jump-out-of-water
141 makevectors (self.angles);
143 start_z = start_z + 8;
145 normalize(v_forward);
146 end = start + v_forward*24;
147 traceline (start, end, TRUE, self);
148 if (trace_fraction < 1)
150 start_z = start_z + self.maxs_z - 8;
151 end = start + v_forward*24;
152 self.movedir = trace_plane_normal * -50;
153 traceline (start, end, TRUE, self);
154 if (trace_fraction == 1)
155 { // open at eye level
156 self.flags |= FL_WATERJUMP;
157 self.velocity_z = 225;
158 self.flags &~= FL_JUMPRELEASED;
159 self.teleport_time = time + 2; // safety net
165 float racecar_angle(float forward, float down)
167 float ret, angle_mult;
175 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
177 angle_mult = forward / (800 + forward);
180 return ret * angle_mult + 360 * (1 - angle_mult);
182 return ret * angle_mult;
185 void RaceCarPhysics()
187 // using this move type for "big rigs"
188 // the engine does not push the entity!
190 float accel, steer, f;
191 vector angles_save, rigvel;
193 angles_save = self.angles;
194 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
195 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
197 if(g_bugrigs_reverse_speeding)
201 // back accel is DIGITAL
202 // to prevent speedhack
212 makevectors(self.angles); // new forward direction!
214 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
216 float myspeed, upspeed, steerfactor, accelfactor;
218 myspeed = self.velocity * v_forward;
219 upspeed = self.velocity * v_up;
221 // responsiveness factor for steering and acceleration
222 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
223 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
225 if(myspeed < 0 && g_bugrigs_reverse_spinning)
226 steerfactor = -myspeed * g_bugrigs_steer;
228 steerfactor = -myspeed * f * g_bugrigs_steer;
230 if(myspeed < 0 && g_bugrigs_reverse_speeding)
231 accelfactor = g_bugrigs_accel;
233 accelfactor = f * g_bugrigs_accel;
234 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
240 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
244 if(!g_bugrigs_reverse_speeding)
245 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
252 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
256 if(g_bugrigs_reverse_stopping)
259 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
262 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
263 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
265 self.angles_y += steer * frametime * steerfactor; // apply steering
266 makevectors(self.angles); // new forward direction!
268 myspeed += accel * accelfactor * frametime;
270 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
274 myspeed = vlen(self.velocity);
276 // responsiveness factor for steering and acceleration
277 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
278 steerfactor = -myspeed * f;
279 self.angles_y += steer * frametime * steerfactor; // apply steering
281 rigvel = self.velocity;
282 makevectors(self.angles); // new forward direction!
285 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
286 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
287 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
288 //MAXIMA: solve(total_acceleration(v) = 0, v);
290 if(g_bugrigs_planar_movement)
292 vector rigvel_xy, neworigin, up;
295 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
299 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
302 mt = MOVE_NOMONSTERS;
304 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
305 up = trace_endpos - self.origin;
307 // BUG RIGS: align the move to the surface instead of doing collision testing
309 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
312 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
314 if(trace_fraction < 0.5)
317 neworigin = self.origin;
320 neworigin = trace_endpos;
322 if(trace_fraction < 1)
324 // now set angles_x so that the car points parallel to the surface
325 self.angles = vectoangles(
326 '1 0 0' * v_forward_x * trace_plane_normal_z
328 '0 1 0' * v_forward_y * trace_plane_normal_z
330 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
332 self.flags |= FL_ONGROUND;
336 // now set angles_x so that the car points forward, but is tilted in velocity direction
337 self.flags &~= FL_ONGROUND;
340 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
341 self.movetype = MOVETYPE_NOCLIP;
345 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
346 self.velocity = rigvel;
347 self.movetype = MOVETYPE_FLY;
351 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
352 if(trace_fraction != 1)
354 self.angles = vectoangles2(
355 '1 0 0' * v_forward_x * trace_plane_normal_z
357 '0 1 0' * v_forward_y * trace_plane_normal_z
359 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
367 vel_local_x = v_forward * self.velocity;
368 vel_local_y = v_right * self.velocity;
369 vel_local_z = v_up * self.velocity;
371 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
372 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
376 vector vf1, vu1, smoothangles;
377 makevectors(self.angles);
378 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
383 makevectors(angles_save);
384 vf1 = vf1 + v_forward * (1 - f);
385 vu1 = vu1 + v_up * (1 - f);
386 smoothangles = vectoangles2(vf1, vu1);
387 self.angles_x = -smoothangles_x;
388 self.angles_z = smoothangles_z;
391 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
393 float zspeed, xyspeed, dot, k;
395 if(self.movement_x == 0 || self.movement_y != 0)
396 return; // can't control movement if not moving forward or backward
398 zspeed = self.velocity_z;
400 xyspeed = vlen(self.velocity);
401 self.velocity = normalize(self.velocity);
403 dot = self.velocity * wishdir;
405 k *= sv_aircontrol*dot*dot*frametime;
407 if(dot > 0) // we can't change direction while slowing down
408 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
410 self.velocity = self.velocity * xyspeed;
411 self.velocity_z = zspeed;
414 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
422 if(cvar("sv_gameplayfix_q2airaccelerate"))
423 wishspeed0 = wishspeed;
425 savespeed = self.velocity * self.velocity;
427 vel_straight = self.velocity * wishdir;
428 vel_z = self.velocity_z;
429 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
431 addspeed = wishspeed - vel_straight;
433 vel_straight = vel_straight + min(addspeed, accel * frametime * wishspeed0) * accelqw;
435 vel_straight = vel_straight + min(wishspeed, accel * frametime * wishspeed0) * (1 - accelqw);
437 if(sidefric < 0 && (vel_perpend*vel_perpend))
440 f = (1 + frametime * wishspeed * sidefric);
441 fmin = (savespeed - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
443 vel_perpend = vel_perpend * f;
445 vel_perpend = vel_perpend * min(1, max(fmin, f));
448 vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
450 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
453 void PM_AirAccelerate(vector wishdir, float wishspeed)
455 vector curvel, wishvel, acceldir, curdir;
456 float addspeed, accelspeed, curspeed, f;
462 curvel = self.velocity;
464 curspeed = vlen(curvel);
466 if(wishspeed > curspeed * 1.01)
468 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
472 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
473 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
475 wishvel = wishdir * wishspeed;
476 acceldir = wishvel - curvel;
477 addspeed = vlen(acceldir);
478 acceldir = normalize(acceldir);
480 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
482 if(sv_warsowbunny_backtosideratio < 1)
484 curdir = normalize(curvel);
485 dot = acceldir * curdir;
487 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
490 self.velocity += accelspeed * acceldir;
493 .vector movement_old;
496 .string lastclassname;
498 void Nixnex_GiveCurrentWeapon();
499 .float() PlayerPhysplug;
501 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
502 .float specialcommand_pos;
503 void SpecialCommand()
508 if(sv_cheats || self.maycheat)
511 print("A hollow voice says \"Plugh\".\n");
515 float speedaward_speed;
516 string speedaward_holder;
517 void race_send_speedaward()
519 // send the best speed of the round
520 WRITESPECTATABLE_MSG_ONE({
521 WriteByte(MSG_ONE, SVC_TEMPENTITY);
522 WriteByte(MSG_ONE, TE_CSQC_RACE);
523 WriteByte(MSG_ONE, RACE_NET_SPEED_AWARD);
524 WriteShort(MSG_ONE, floor(speedaward_speed+0.5));
525 WriteString(MSG_ONE, speedaward_holder);
529 float speedaward_lastupdate;
530 float speedaward_lastsent;
531 void SV_PlayerPhysics()
533 local vector wishvel, wishdir, v;
534 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
537 float not_allowed_to_move;
542 // if record times matter
543 // ensure nothing EVIL is being done (i.e. strafebot)
544 // this hinders joystick users though
545 // but it still gives SOME analog control
546 // TODO implement this for engine cl_movement code too (basically, clipping to the four axes)
547 wishvel_x = fabs(self.movement_x);
548 wishvel_y = fabs(self.movement_y);
549 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
552 wishspeed = vlen(wishvel);
553 if(wishvel_x >= 2 * wishvel_y)
556 if(self.movement_x > 0)
557 self.movement_x = wishspeed;
559 self.movement_x = -wishspeed;
562 else if(wishvel_y >= 2 * wishvel_x)
566 if(self.movement_y > 0)
567 self.movement_y = wishspeed;
569 self.movement_y = -wishspeed;
574 if(self.movement_x > 0)
575 self.movement_x = 0.70710678118654752440 * wishspeed;
577 self.movement_x = -0.70710678118654752440 * wishspeed;
578 if(self.movement_y > 0)
579 self.movement_y = 0.70710678118654752440 * wishspeed;
581 self.movement_y = -0.70710678118654752440 * wishspeed;
586 self.race_movetime_frac += frametime;
587 f = floor(self.race_movetime_frac);
588 self.race_movetime_frac -= f;
589 self.race_movetime_count += f;
590 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
592 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 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
596 else if(buttons == 1)
598 else if(buttons == 2)
600 else if(buttons == 128)
602 else if(buttons == 256)
604 else if(buttons == 512)
606 else if(buttons == 1024)
611 if(c == substring(specialcommand, self.specialcommand_pos, 1))
613 self.specialcommand_pos += 1;
614 if(self.specialcommand_pos >= strlen(specialcommand))
616 self.specialcommand_pos = 0;
621 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
622 self.specialcommand_pos = 0;
624 if(self.PlayerPhysplug)
625 if(self.PlayerPhysplug())
628 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
630 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
631 self.parm_idlesince = time;
633 buttons_prev = self.buttons_old;
634 self.buttons_old = buttons;
635 self.movement_old = self.movement;
636 self.v_angle_old = self.v_angle;
638 if(time < self.nickspamtime)
639 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
641 // slight annoyance for nick change scripts
642 self.movement = -1 * self.movement;
643 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
645 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
647 self.angles_x = random() * 360;
648 self.angles_y = random() * 360;
649 // at least I'm not forcing retardedview by also assigning to angles_z
654 if(time > self.shtest_next)
656 if(self.shtest_next > 0)
658 // self.shtest_accumulator:
659 // started at time - SHTEST_DELTA
660 // should be at SHTEST_DELTA
661 shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
662 if(shtest_score > SHTEST_THRESHOLD)
663 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
664 else if(cvar("developer_shtest"))
665 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
667 self.shtest_next = time + SHTEST_DELTA;
668 self.shtest_accumulator = 0;
670 self.shtest_accumulator += frametime;
672 if (clienttype(self) == CLIENTTYPE_BOT)
675 self.items &~= IT_USING_JETPACK;
677 if(self.classname == "player")
679 if(self.race_penalty)
680 if(time > self.race_penalty)
681 self.race_penalty = 0;
683 not_allowed_to_move = 0;
684 if(self.race_penalty)
685 not_allowed_to_move = 1;
686 if(!cvar("sv_ready_restart_after_countdown"))
687 if(time < game_starttime)
688 not_allowed_to_move = 1;
690 if(not_allowed_to_move)
692 self.velocity = '0 0 0';
693 self.movetype = MOVETYPE_NONE;
694 self.disableclientprediction = 2;
696 else if(self.disableclientprediction == 2)
698 if(self.movetype == MOVETYPE_NONE)
699 self.movetype = MOVETYPE_WALK;
700 self.disableclientprediction = 0;
704 if (self.movetype == MOVETYPE_NONE)
707 if (self.punchangle != '0 0 0')
709 f = vlen(self.punchangle) - 10 * frametime;
711 self.punchangle = normalize(self.punchangle) * f;
713 self.punchangle = '0 0 0';
716 if (self.punchvector != '0 0 0')
718 f = vlen(self.punchvector) - 30 * frametime;
720 self.punchvector = normalize(self.punchvector) * f;
722 self.punchvector = '0 0 0';
729 if(self.runes & RUNE_SPEED)
731 if(self.runes & CURSE_SLOW)
732 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
734 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
736 else if(self.runes & CURSE_SLOW)
738 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
742 if(g_minstagib && (self.items & IT_INVINCIBLE))
744 maxspd_mod = cvar("g_minstagib_speed_moverate");
747 if(g_nexball && self.ballcarried)
749 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
754 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
757 if(self.classname != "player")
759 maxspd_mod = cvar("sv_spectator_speed_multiplier");
760 if(!self.spectatorspeed)
761 self.spectatorspeed = maxspd_mod;
762 if(self.impulse && self.impulse <= 19)
764 if(self.lastclassname != "player")
766 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
767 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
768 else if(self.impulse == 11)
769 self.spectatorspeed = maxspd_mod;
770 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
771 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
772 else if(self.impulse >= 1 && self.impulse <= 9)
773 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
774 } // otherwise just clear
777 maxspd_mod = self.spectatorspeed;
780 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
781 if(self.speed != spd)
785 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
786 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
787 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
788 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
791 maxspd_mod *= swampspd_mod; // only one common speed modder please!
794 // if dead, behave differently
798 if (!self.fixangle && !g_bugrigs)
801 self.angles_y = self.v_angle_y;
805 if(self.flags & FL_ONGROUND)
810 if(self.waterlevel < WATERLEVEL_SWIMMING)
811 if(time >= self.ladder_time)
814 self.nextstep = time + 0.3 + random() * 0.1;
815 trace_dphitq3surfaceflags = 0;
816 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
817 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
819 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
820 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
822 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
830 if(self.classname == "player")
834 self.flags &~= FL_ONGROUND;
835 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
836 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
837 self.flags |= FL_ONGROUND;
840 if (self.BUTTON_JUMP)
843 self.flags |= FL_JUMPRELEASED;
845 if (self.waterlevel == WATERLEVEL_SWIMMING)
849 if (self.flags & FL_WATERJUMP )
851 self.velocity_x = self.movedir_x;
852 self.velocity_y = self.movedir_y;
853 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
855 self.flags &~= FL_WATERJUMP;
856 self.teleport_time = 0;
859 else if (g_bugrigs && self.classname == "player")
863 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
865 // noclipping or flying
866 self.flags &~= FL_ONGROUND;
868 self.velocity = self.velocity * (1 - frametime * sv_friction);
869 makevectors(self.v_angle);
870 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
871 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
873 wishdir = normalize(wishvel);
874 wishspeed = vlen(wishvel);
875 if (wishspeed > sv_maxspeed*maxspd_mod)
876 wishspeed = sv_maxspeed*maxspd_mod;
877 if (time >= self.teleport_time)
878 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
880 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
883 self.flags &~= FL_ONGROUND;
885 makevectors(self.v_angle);
886 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
887 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
888 if (wishvel == '0 0 0')
889 wishvel = '0 0 -60'; // drift towards bottom
891 wishdir = normalize(wishvel);
892 wishspeed = vlen(wishvel);
893 if (wishspeed > sv_maxspeed*maxspd_mod)
894 wishspeed = sv_maxspeed*maxspd_mod;
895 wishspeed = wishspeed * 0.7;
898 self.velocity = self.velocity * (1 - frametime * sv_friction);
900 // water acceleration
901 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
903 else if (time < self.ladder_time)
905 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
906 self.flags &~= FL_ONGROUND;
908 self.velocity = self.velocity * (1 - frametime * sv_friction);
909 makevectors(self.v_angle);
910 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
911 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
913 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
915 self.velocity_z = self.velocity_z + sv_gravity * frametime;
916 if (self.ladder_entity.classname == "func_water")
919 if (f > self.ladder_entity.speed)
920 wishvel = wishvel * (self.ladder_entity.speed / f);
922 self.watertype = self.ladder_entity.skin;
923 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
924 if ((self.origin_z + self.view_ofs_z) < f)
925 self.waterlevel = WATERLEVEL_SUBMERGED;
926 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
927 self.waterlevel = WATERLEVEL_SWIMMING;
928 else if ((self.origin_z + self.mins_z + 1) < f)
929 self.waterlevel = WATERLEVEL_WETFEET;
932 self.waterlevel = WATERLEVEL_NONE;
933 self.watertype = CONTENT_EMPTY;
937 wishdir = normalize(wishvel);
938 wishspeed = vlen(wishvel);
939 if (wishspeed > sv_maxspeed*maxspd_mod)
940 wishspeed = sv_maxspeed*maxspd_mod;
941 if (time >= self.teleport_time)
943 // water acceleration
944 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
947 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
949 //makevectors(self.v_angle_y * '0 1 0');
950 makevectors(self.v_angle);
951 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
952 // add remaining speed as Z component
953 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
955 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
956 // add the unused velocity as up component
959 // if(self.BUTTON_JUMP)
960 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
962 // it is now normalized, so...
963 float a_side, a_up, a_add, a_diff;
964 a_side = cvar("g_jetpack_acceleration_side");
965 a_up = cvar("g_jetpack_acceleration_up");
966 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
975 //////////////////////////////////////////////////////////////////////////////////////
976 // finding the maximum over all vectors of above form
977 // with wishvel having an absolute value of 1
978 //////////////////////////////////////////////////////////////////////////////////////
979 // we're finding the maximum over
980 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
981 // for z in the range from -1 to 1
982 //////////////////////////////////////////////////////////////////////////////////////
983 // maximum is EITHER attained at the single extreme point:
984 a_diff = a_side * a_side - a_up * a_up;
987 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
988 if(f > -1 && f < 1) // can it be attained?
990 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
994 // OR attained at z = 1:
995 f = (a_up + a_add) * (a_up + a_add);
1001 // OR attained at z = -1:
1002 f = (a_up - a_add) * (a_up - a_add);
1006 //print("bottom\n");
1009 //////////////////////////////////////////////////////////////////////////////////////
1011 //print("best possible acceleration: ", ftos(best), "\n");
1014 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1015 if(wishvel_z - sv_gravity > 0)
1016 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1018 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1021 fvel = vlen(wishvel);
1024 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1026 fvel = min(1, vlen(wishvel) / best);
1027 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1028 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1032 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1034 if (f > 0 && wishvel != '0 0 0')
1036 self.velocity = self.velocity + wishvel * f * frametime;
1037 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1038 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1039 self.flags &~= FL_ONGROUND;
1040 self.items |= IT_USING_JETPACK;
1042 // jetpack also inhibits health regeneration, but only for 1 second
1043 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1046 else if (self.flags & FL_ONGROUND)
1048 // we get here if we ran out of ammo
1049 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1050 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1053 makevectors(self.v_angle_y * '0 1 0');
1054 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1056 if(!(self.lastflags & FL_ONGROUND))
1058 if(cvar("speedmeter"))
1059 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1060 if(self.lastground < time - 0.3)
1061 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1062 if(self.jumppadcount > 1)
1063 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1064 self.jumppadcount = 0;
1067 #ifdef LETS_TEST_FTEQCC
1068 if(self.velocity_x || self.velocity_y)
1086 if (f < sv_stopspeed)
1087 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1089 f = 1 - frametime * sv_friction;
1091 self.velocity = self.velocity * f;
1093 self.velocity = '0 0 0';
1097 wishdir = normalize(wishvel);
1098 wishspeed = vlen(wishvel);
1099 if (wishspeed > sv_maxspeed*maxspd_mod)
1100 wishspeed = sv_maxspeed*maxspd_mod;
1102 wishspeed = wishspeed * 0.5;
1103 if (time >= self.teleport_time)
1104 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1109 // we get here if we ran out of ammo
1110 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1111 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1115 maxairspd = sv_maxairspeed*maxspd_mod;
1116 airaccel = sv_airaccelerate*maxspd_mod;
1120 maxairspd = sv_maxairspeed;
1121 airaccel = sv_airaccelerate;
1124 makevectors(self.v_angle_y * '0 1 0');
1125 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1127 wishdir = normalize(wishvel);
1128 wishspeed = wishspeed0 = vlen(wishvel);
1129 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1130 wishspeed0 = sv_maxspeed*maxspd_mod;
1131 if (wishspeed > maxairspd)
1132 wishspeed = maxairspd;
1134 wishspeed = wishspeed * 0.5;
1135 if (time >= self.teleport_time)
1141 airaccelqw = sv_airaccel_qw;
1142 accelerating = (self.velocity * wishdir > 0);
1143 wishspeed2 = wishspeed;
1146 if(sv_airstopaccelerate)
1147 if(self.velocity * wishdir < 0)
1148 airaccel = sv_airstopaccelerate*maxspd_mod;
1149 if(self.movement_x == 0 && self.movement_y != 0)
1151 if(sv_maxairstrafespeed)
1153 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1154 if(sv_maxairstrafespeed < sv_maxairspeed)
1157 if(sv_airstrafeaccelerate)
1159 airaccel = sv_airstrafeaccelerate*maxspd_mod;
1160 if(sv_airstrafeaccelerate > sv_airaccelerate)
1166 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1167 PM_AirAccelerate(wishdir, wishspeed);
1169 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1172 CPM_PM_Aircontrol(wishdir, wishspeed2);
1176 if(g_cts && self.classname != "observer") {
1177 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1178 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1179 speedaward_holder = self.netname;
1180 speedaward_lastupdate = time;
1182 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1183 race_send_speedaward();
1184 speedaward_lastsent = speedaward_speed;
1188 if(self.flags & FL_ONGROUND)
1189 self.lastground = time;
1191 self.lastflags = self.flags;
1192 self.lastclassname = self.classname;