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 .float doublejump_nextjumptime;
38 When you press the jump key
41 void PlayerJump (void)
45 mjumpheight = cvar("sv_jumpvelocity");
46 if (self.waterlevel >= WATERLEVEL_SWIMMING)
48 if (self.watertype == CONTENT_WATER)
49 self.velocity_z = 200;
50 else if (self.watertype == CONTENT_SLIME)
58 if (!(self.flags & FL_ONGROUND))
62 if (!(self.flags & FL_JUMPRELEASED))
65 if(self.health <= g_bloodloss)
69 if(time < self.doublejump_nextjumptime)
74 if(self.runes & RUNE_SPEED)
76 if(self.runes & CURSE_SLOW)
77 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
79 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
81 else if(self.runes & CURSE_SLOW)
83 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
87 if(g_minstagib && (self.items & IT_INVINCIBLE))
89 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
92 if(!(self.lastflags & FL_ONGROUND))
94 if(cvar("speedmeter"))
95 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
96 if(self.lastground < time - 0.3)
97 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
98 if(self.jumppadcount > 1)
99 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
100 self.jumppadcount = 0;
103 self.velocity_z = self.velocity_z + mjumpheight;
104 self.oldvelocity_z = self.velocity_z;
106 self.flags &~= FL_ONGROUND;
107 self.flags &~= FL_JUMPRELEASED;
110 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
112 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
115 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
119 // we're moving upwards at self.velocity_z
120 // only allow jumping after we got 3 units upwards
121 // so we for sure leave the FL_ONGROUND check
123 // but as this sucks because of factoring in gravity, we'll just do it
124 // for 4 units, and constant velocity
125 self.doublejump_nextjumptime = time + 4 / max(40, self.velocity_z); // max 0.1s blocking of jumps
128 self.restart_jump = -1; // restart jump anim next time
129 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
132 void CheckWaterJump()
134 local vector start, end;
136 // check for a jump-out-of-water
137 makevectors (self.angles);
139 start_z = start_z + 8;
141 normalize(v_forward);
142 end = start + v_forward*24;
143 traceline (start, end, TRUE, self);
144 if (trace_fraction < 1)
146 start_z = start_z + self.maxs_z - 8;
147 end = start + v_forward*24;
148 self.movedir = trace_plane_normal * -50;
149 traceline (start, end, TRUE, self);
150 if (trace_fraction == 1)
151 { // open at eye level
152 self.flags |= FL_WATERJUMP;
153 self.velocity_z = 225;
154 self.flags &~= FL_JUMPRELEASED;
155 self.teleport_time = time + 2; // safety net
161 float racecar_angle(float forward, float down)
163 float ret, angle_mult;
171 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
173 angle_mult = forward / (800 + forward);
176 return ret * angle_mult + 360 * (1 - angle_mult);
178 return ret * angle_mult;
181 void RaceCarPhysics()
183 // using this move type for "big rigs"
184 // the engine does not push the entity!
186 float accel, steer, f;
187 vector angles_save, rigvel;
189 angles_save = self.angles;
190 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
191 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
193 if(g_bugrigs_reverse_speeding)
197 // back accel is DIGITAL
198 // to prevent speedhack
208 makevectors(self.angles); // new forward direction!
210 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
212 float myspeed, upspeed, steerfactor, accelfactor;
214 myspeed = self.velocity * v_forward;
215 upspeed = self.velocity * v_up;
217 // responsiveness factor for steering and acceleration
218 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
219 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
221 if(myspeed < 0 && g_bugrigs_reverse_spinning)
222 steerfactor = -myspeed * g_bugrigs_steer;
224 steerfactor = -myspeed * f * g_bugrigs_steer;
226 if(myspeed < 0 && g_bugrigs_reverse_speeding)
227 accelfactor = g_bugrigs_accel;
229 accelfactor = f * g_bugrigs_accel;
230 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
236 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
240 if(!g_bugrigs_reverse_speeding)
241 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
248 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
252 if(g_bugrigs_reverse_stopping)
255 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
258 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
259 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
261 self.angles_y += steer * frametime * steerfactor; // apply steering
262 makevectors(self.angles); // new forward direction!
264 myspeed += accel * accelfactor * frametime;
266 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
270 myspeed = vlen(self.velocity);
272 // responsiveness factor for steering and acceleration
273 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
274 steerfactor = -myspeed * f;
275 self.angles_y += steer * frametime * steerfactor; // apply steering
277 rigvel = self.velocity;
278 makevectors(self.angles); // new forward direction!
281 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
282 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
283 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
284 //MAXIMA: solve(total_acceleration(v) = 0, v);
286 if(g_bugrigs_planar_movement)
288 vector rigvel_xy, neworigin, up;
291 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
295 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
298 mt = MOVE_NOMONSTERS;
300 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
301 up = trace_endpos - self.origin;
303 // BUG RIGS: align the move to the surface instead of doing collision testing
305 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
308 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
310 if(trace_fraction < 0.5)
313 neworigin = self.origin;
316 neworigin = trace_endpos;
318 if(trace_fraction < 1)
320 // now set angles_x so that the car points parallel to the surface
321 self.angles = vectoangles(
322 '1 0 0' * v_forward_x * trace_plane_normal_z
324 '0 1 0' * v_forward_y * trace_plane_normal_z
326 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
328 self.flags |= FL_ONGROUND;
332 // now set angles_x so that the car points forward, but is tilted in velocity direction
333 self.flags &~= FL_ONGROUND;
336 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
337 self.movetype = MOVETYPE_NOCLIP;
341 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
342 self.velocity = rigvel;
343 self.movetype = MOVETYPE_FLY;
347 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
348 if(trace_fraction != 1)
350 self.angles = vectoangles2(
351 '1 0 0' * v_forward_x * trace_plane_normal_z
353 '0 1 0' * v_forward_y * trace_plane_normal_z
355 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
363 vel_local_x = v_forward * self.velocity;
364 vel_local_y = v_right * self.velocity;
365 vel_local_z = v_up * self.velocity;
367 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
368 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
372 vector vf1, vu1, smoothangles;
373 makevectors(self.angles);
374 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
379 makevectors(angles_save);
380 vf1 = vf1 + v_forward * (1 - f);
381 vu1 = vu1 + v_up * (1 - f);
382 smoothangles = vectoangles2(vf1, vu1);
383 self.angles_x = -smoothangles_x;
384 self.angles_z = smoothangles_z;
387 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
389 float zspeed, xyspeed, dot, k;
391 if(self.movement_x == 0 || self.movement_y != 0)
392 return; // can't control movement if not moving forward or backward
394 zspeed = self.velocity_z;
396 xyspeed = vlen(self.velocity);
397 self.velocity = normalize(self.velocity);
399 dot = self.velocity * wishdir;
401 k *= sv_aircontrol*dot*dot*frametime;
403 if(dot > 0) // we can't change direction while slowing down
404 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
406 self.velocity = self.velocity * xyspeed;
407 self.velocity_z = zspeed;
410 // example config for alternate speed clamping:
411 // sv_airaccel_qw 0.8
412 // sv_airaccel_sideways_friction 0
413 // prvm_globalset server speedclamp_mode 1
415 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
423 float vel_xy_current;
424 float vel_xy_backward, vel_xy_forward;
427 speedclamp = (accelqw < 0);
431 if(cvar("sv_gameplayfix_q2airaccelerate"))
432 wishspeed0 = wishspeed;
434 vel_straight = self.velocity * wishdir;
435 vel_z = self.velocity_z;
436 vel_xy = self.velocity - vel_z * '0 0 1';
437 vel_perpend = vel_xy - vel_straight * wishdir;
439 step = accel * frametime * wishspeed0;
441 vel_xy_current = vlen(vel_xy);
442 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
443 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
445 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
447 if(sidefric < 0 && (vel_perpend*vel_perpend))
448 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
451 f = (1 - frametime * wishspeed * sidefric);
452 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
454 vel_perpend = vel_perpend * f;
456 vel_perpend = vel_perpend * min(1, max(fminimum, f));
459 vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
461 vel_xy = vel_straight * wishdir + vel_perpend;
465 // ensure we don't get too fast or decelerate faster than we should
466 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
467 if(vel_xy_current > 0) // prevent division by zero
468 vel_xy = normalize(vel_xy) * vel_xy_current;
471 self.velocity = vel_xy + vel_z * '0 0 1';
474 void PM_AirAccelerate(vector wishdir, float wishspeed)
476 vector curvel, wishvel, acceldir, curdir;
477 float addspeed, accelspeed, curspeed, f;
483 curvel = self.velocity;
485 curspeed = vlen(curvel);
487 if(wishspeed > curspeed * 1.01)
489 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
493 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
494 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
496 wishvel = wishdir * wishspeed;
497 acceldir = wishvel - curvel;
498 addspeed = vlen(acceldir);
499 acceldir = normalize(acceldir);
501 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
503 if(sv_warsowbunny_backtosideratio < 1)
505 curdir = normalize(curvel);
506 dot = acceldir * curdir;
508 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
511 self.velocity += accelspeed * acceldir;
514 .vector movement_old;
517 .string lastclassname;
519 void Nixnex_GiveCurrentWeapon();
520 .float() PlayerPhysplug;
522 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
523 .float specialcommand_pos;
524 void SpecialCommand()
529 if(!CheatImpulse(99))
530 print("A hollow voice says \"Plugh\".\n");
534 float speedaward_speed;
535 string speedaward_holder;
536 void race_send_speedaward(float msg)
538 // send the best speed of the round
539 WriteByte(msg, SVC_TEMPENTITY);
540 WriteByte(msg, TE_CSQC_RACE);
541 WriteByte(msg, RACE_NET_SPEED_AWARD);
542 WriteShort(msg, floor(speedaward_speed+0.5));
543 WriteString(msg, speedaward_holder);
546 float speedaward_alltimebest;
547 string speedaward_alltimebest_holder;
548 void race_send_speedaward_alltimebest(float msg)
550 // send the best speed
551 WriteByte(msg, SVC_TEMPENTITY);
552 WriteByte(msg, TE_CSQC_RACE);
553 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
554 WriteShort(msg, floor(speedaward_alltimebest+0.5));
555 WriteString(msg, speedaward_alltimebest_holder);
558 string GetMapname(void);
559 float speedaward_lastupdate;
560 float speedaward_lastsent;
561 void SV_PlayerPhysics()
563 local vector wishvel, wishdir, v;
564 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
567 float not_allowed_to_move;
570 if(self.PlayerPhysplug)
571 if(self.PlayerPhysplug())
574 self.race_movetime_frac += frametime;
575 f = floor(self.race_movetime_frac);
576 self.race_movetime_frac -= f;
577 self.race_movetime_count += f;
578 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
582 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);
586 else if(buttons == 1)
588 else if(buttons == 2)
590 else if(buttons == 128)
592 else if(buttons == 256)
594 else if(buttons == 512)
596 else if(buttons == 1024)
601 if(c == substring(specialcommand, self.specialcommand_pos, 1))
603 self.specialcommand_pos += 1;
604 if(self.specialcommand_pos >= strlen(specialcommand))
606 self.specialcommand_pos = 0;
611 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
612 self.specialcommand_pos = 0;
614 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
616 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
617 self.parm_idlesince = time;
619 buttons_prev = self.buttons_old;
620 self.buttons_old = buttons;
621 self.movement_old = self.movement;
622 self.v_angle_old = self.v_angle;
624 if(time < self.nickspamtime)
625 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
627 // slight annoyance for nick change scripts
628 self.movement = -1 * self.movement;
629 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
631 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!
633 self.angles_x = random() * 360;
634 self.angles_y = random() * 360;
635 // at least I'm not forcing retardedview by also assigning to angles_z
640 if (self.punchangle != '0 0 0')
642 f = vlen(self.punchangle) - 10 * frametime;
644 self.punchangle = normalize(self.punchangle) * f;
646 self.punchangle = '0 0 0';
649 if (self.punchvector != '0 0 0')
651 f = vlen(self.punchvector) - 30 * frametime;
653 self.punchvector = normalize(self.punchvector) * f;
655 self.punchvector = '0 0 0';
658 if (clienttype(self) == CLIENTTYPE_BOT)
660 if(playerdemo_read())
665 self.items &~= IT_USING_JETPACK;
667 if(self.classname == "player")
669 if(self.race_penalty)
670 if(time > self.race_penalty)
671 self.race_penalty = 0;
673 not_allowed_to_move = 0;
674 if(self.race_penalty)
675 not_allowed_to_move = 1;
676 if(!cvar("sv_ready_restart_after_countdown"))
677 if(time < game_starttime)
678 not_allowed_to_move = 1;
680 if(not_allowed_to_move)
682 self.velocity = '0 0 0';
683 self.movetype = MOVETYPE_NONE;
684 self.disableclientprediction = 2;
686 else if(self.disableclientprediction == 2)
688 if(self.movetype == MOVETYPE_NONE)
689 self.movetype = MOVETYPE_WALK;
690 self.disableclientprediction = 0;
694 if (self.movetype == MOVETYPE_NONE)
701 if(self.runes & RUNE_SPEED)
703 if(self.runes & CURSE_SLOW)
704 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
706 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
708 else if(self.runes & CURSE_SLOW)
710 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
714 if(g_minstagib && (self.items & IT_INVINCIBLE))
716 maxspd_mod = cvar("g_minstagib_speed_moverate");
719 if(g_nexball && self.ballcarried)
721 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
726 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
729 if(self.classname != "player")
731 maxspd_mod = cvar("sv_spectator_speed_multiplier");
732 if(!self.spectatorspeed)
733 self.spectatorspeed = maxspd_mod;
734 if(self.impulse && self.impulse <= 19)
736 if(self.lastclassname != "player")
738 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
739 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
740 else if(self.impulse == 11)
741 self.spectatorspeed = maxspd_mod;
742 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
743 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
744 else if(self.impulse >= 1 && self.impulse <= 9)
745 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
746 } // otherwise just clear
749 maxspd_mod = self.spectatorspeed;
752 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
753 if(self.speed != spd)
757 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
758 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
759 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
760 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
763 maxspd_mod *= swampspd_mod; // only one common speed modder please!
766 // if dead, behave differently
770 if (!self.fixangle && !g_bugrigs)
773 self.angles_y = self.v_angle_y;
777 if(self.flags & FL_ONGROUND)
782 if(self.waterlevel < WATERLEVEL_SWIMMING)
783 if(time >= self.ladder_time)
786 self.nextstep = time + 0.3 + random() * 0.1;
787 trace_dphitq3surfaceflags = 0;
788 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
789 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
791 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
792 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
794 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
802 if(self.classname == "player")
806 self.flags &~= FL_ONGROUND;
807 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
808 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
809 self.flags |= FL_ONGROUND;
812 if (self.BUTTON_JUMP)
815 self.flags |= FL_JUMPRELEASED;
817 if (self.waterlevel == WATERLEVEL_SWIMMING)
821 if (self.flags & FL_WATERJUMP )
823 self.velocity_x = self.movedir_x;
824 self.velocity_y = self.movedir_y;
825 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
827 self.flags &~= FL_WATERJUMP;
828 self.teleport_time = 0;
831 else if (g_bugrigs && self.classname == "player")
835 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
837 // noclipping or flying
838 self.flags &~= FL_ONGROUND;
840 self.velocity = self.velocity * (1 - frametime * sv_friction);
841 makevectors(self.v_angle);
842 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
843 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
845 wishdir = normalize(wishvel);
846 wishspeed = vlen(wishvel);
847 if (wishspeed > sv_maxspeed*maxspd_mod)
848 wishspeed = sv_maxspeed*maxspd_mod;
849 if (time >= self.teleport_time)
850 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
852 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
855 self.flags &~= FL_ONGROUND;
857 makevectors(self.v_angle);
858 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
859 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
860 if (wishvel == '0 0 0')
861 wishvel = '0 0 -60'; // drift towards bottom
863 wishdir = normalize(wishvel);
864 wishspeed = vlen(wishvel);
865 if (wishspeed > sv_maxspeed*maxspd_mod)
866 wishspeed = sv_maxspeed*maxspd_mod;
867 wishspeed = wishspeed * 0.7;
870 self.velocity = self.velocity * (1 - frametime * sv_friction);
872 // water acceleration
873 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
875 else if (time < self.ladder_time)
877 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
878 self.flags &~= FL_ONGROUND;
880 self.velocity = self.velocity * (1 - frametime * sv_friction);
881 makevectors(self.v_angle);
882 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
883 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
885 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
887 self.velocity_z = self.velocity_z + sv_gravity * frametime;
888 if (self.ladder_entity.classname == "func_water")
891 if (f > self.ladder_entity.speed)
892 wishvel = wishvel * (self.ladder_entity.speed / f);
894 self.watertype = self.ladder_entity.skin;
895 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
896 if ((self.origin_z + self.view_ofs_z) < f)
897 self.waterlevel = WATERLEVEL_SUBMERGED;
898 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
899 self.waterlevel = WATERLEVEL_SWIMMING;
900 else if ((self.origin_z + self.mins_z + 1) < f)
901 self.waterlevel = WATERLEVEL_WETFEET;
904 self.waterlevel = WATERLEVEL_NONE;
905 self.watertype = CONTENT_EMPTY;
909 wishdir = normalize(wishvel);
910 wishspeed = vlen(wishvel);
911 if (wishspeed > sv_maxspeed*maxspd_mod)
912 wishspeed = sv_maxspeed*maxspd_mod;
913 if (time >= self.teleport_time)
915 // water acceleration
916 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
919 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
921 //makevectors(self.v_angle_y * '0 1 0');
922 makevectors(self.v_angle);
923 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
924 // add remaining speed as Z component
925 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
927 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
928 // add the unused velocity as up component
931 // if(self.BUTTON_JUMP)
932 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
934 // it is now normalized, so...
935 float a_side, a_up, a_add, a_diff;
936 a_side = cvar("g_jetpack_acceleration_side");
937 a_up = cvar("g_jetpack_acceleration_up");
938 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
947 //////////////////////////////////////////////////////////////////////////////////////
948 // finding the maximum over all vectors of above form
949 // with wishvel having an absolute value of 1
950 //////////////////////////////////////////////////////////////////////////////////////
951 // we're finding the maximum over
952 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
953 // for z in the range from -1 to 1
954 //////////////////////////////////////////////////////////////////////////////////////
955 // maximum is EITHER attained at the single extreme point:
956 a_diff = a_side * a_side - a_up * a_up;
959 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
960 if(f > -1 && f < 1) // can it be attained?
962 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
966 // OR attained at z = 1:
967 f = (a_up + a_add) * (a_up + a_add);
973 // OR attained at z = -1:
974 f = (a_up - a_add) * (a_up - a_add);
981 //////////////////////////////////////////////////////////////////////////////////////
983 //print("best possible acceleration: ", ftos(best), "\n");
986 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
987 if(wishvel_z - sv_gravity > 0)
988 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
990 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
993 fvel = vlen(wishvel);
996 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
998 fvel = min(1, vlen(wishvel) / best);
999 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1000 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1004 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1006 if (f > 0 && wishvel != '0 0 0')
1008 self.velocity = self.velocity + wishvel * f * frametime;
1009 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1010 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1011 self.flags &~= FL_ONGROUND;
1012 self.items |= IT_USING_JETPACK;
1014 // jetpack also inhibits health regeneration, but only for 1 second
1015 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1018 else if (self.flags & FL_ONGROUND)
1020 // we get here if we ran out of ammo
1021 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1022 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1025 makevectors(self.v_angle_y * '0 1 0');
1026 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1028 if(!(self.lastflags & FL_ONGROUND))
1030 if(cvar("speedmeter"))
1031 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1032 if(self.lastground < time - 0.3)
1033 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1034 if(self.jumppadcount > 1)
1035 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1036 self.jumppadcount = 0;
1039 #ifdef LETS_TEST_FTEQCC
1040 if(self.velocity_x || self.velocity_y)
1058 if (f < sv_stopspeed)
1059 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1061 f = 1 - frametime * sv_friction;
1063 self.velocity = self.velocity * f;
1065 self.velocity = '0 0 0';
1069 wishdir = normalize(wishvel);
1070 wishspeed = vlen(wishvel);
1071 if (wishspeed > sv_maxspeed*maxspd_mod)
1072 wishspeed = sv_maxspeed*maxspd_mod;
1074 wishspeed = wishspeed * 0.5;
1075 if (time >= self.teleport_time)
1076 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1081 // we get here if we ran out of ammo
1082 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1083 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1087 maxairspd = sv_maxairspeed*maxspd_mod;
1088 airaccel = sv_airaccelerate*maxspd_mod;
1092 maxairspd = sv_maxairspeed;
1093 airaccel = sv_airaccelerate;
1096 makevectors(self.v_angle_y * '0 1 0');
1097 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1099 wishdir = normalize(wishvel);
1100 wishspeed = wishspeed0 = vlen(wishvel);
1101 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1102 wishspeed0 = sv_maxspeed*maxspd_mod;
1103 if (wishspeed > maxairspd)
1104 wishspeed = maxairspd;
1106 wishspeed = wishspeed * 0.5;
1107 if (time >= self.teleport_time)
1113 airaccelqw = sv_airaccel_qw;
1114 accelerating = (self.velocity * wishdir > 0);
1115 wishspeed2 = wishspeed;
1118 if(sv_airstopaccelerate)
1119 if(self.velocity * wishdir < 0)
1120 airaccel = sv_airstopaccelerate*maxspd_mod;
1121 if(self.movement_x == 0 && self.movement_y != 0)
1123 if(sv_maxairstrafespeed)
1125 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1126 if(sv_maxairstrafespeed < sv_maxairspeed)
1129 if(sv_airstrafeaccelerate)
1131 airaccel = sv_airstrafeaccelerate*maxspd_mod;
1132 if(sv_airstrafeaccelerate > sv_airaccelerate)
1138 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1139 PM_AirAccelerate(wishdir, wishspeed);
1141 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1144 CPM_PM_Aircontrol(wishdir, wishspeed2);
1148 if((g_cts || g_race) && self.classname != "observer") {
1149 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1150 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1151 speedaward_holder = self.netname;
1152 speedaward_lastupdate = time;
1154 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1160 race_send_speedaward(MSG_ALL);
1161 speedaward_lastsent = speedaward_speed;
1162 if (speedaward_speed > speedaward_alltimebest) {
1163 speedaward_alltimebest = speedaward_speed;
1164 speedaward_alltimebest_holder = speedaward_holder;
1165 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1166 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1167 race_send_speedaward_alltimebest(MSG_ALL);
1172 if(self.flags & FL_ONGROUND)
1173 self.lastground = time;
1175 self.lastflags = self.flags;
1176 self.lastclassname = self.classname;