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))
49 if (!(self.flags & FL_JUMPRELEASED))
54 if(self.runes & RUNE_SPEED)
56 if(self.runes & CURSE_SLOW)
57 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
59 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
61 else if(self.runes & CURSE_SLOW)
63 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
67 if(g_minstagib && (self.items & IT_INVINCIBLE))
69 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
72 self.velocity_z = self.velocity_z + mjumpheight;
73 self.oldvelocity_z = self.velocity_z;
75 self.flags = self.flags - FL_ONGROUND;
76 self.flags = self.flags - FL_JUMPRELEASED;
79 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
81 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
84 void() CheckWaterJump =
86 local vector start, end;
88 // check for a jump-out-of-water
89 makevectors (self.angles);
91 start_z = start_z + 8;
94 end = start + v_forward*24;
95 traceline (start, end, TRUE, self);
96 if (trace_fraction < 1)
98 start_z = start_z + self.maxs_z - 8;
99 end = start + v_forward*24;
100 self.movedir = trace_plane_normal * -50;
101 traceline (start, end, TRUE, self);
102 if (trace_fraction == 1)
103 { // open at eye level
104 self.flags = self.flags | FL_WATERJUMP;
105 self.velocity_z = 225;
106 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
107 self.teleport_time = time + 2; // safety net
113 .vector movement_old;
117 void Nixnex_GiveCurrentWeapon();
118 void SV_PlayerPhysics()
120 local vector wishvel, wishdir, v;
121 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
124 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;
125 if(buttons != self.buttons_old)
126 self.parm_idlesince = time;
127 self.buttons_old = buttons;
129 if(self.movement != self.movement_old)
130 self.parm_idlesince = time;
131 self.movement_old = self.movement;
133 if(self.v_angle != self.v_angle_old)
134 self.parm_idlesince = time;
135 self.v_angle_old = self.v_angle;
137 if(time > self.shtest_next)
139 if(self.shtest_next > 0)
141 // self.shtest_accumulator:
142 // started at time - SHTEST_DELTA
143 // should be at SHTEST_DELTA
144 shtest_score = self.shtest_accumulator / SHTEST_DELTA;
145 if(shtest_score > 1.2)
146 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
147 else if(cvar("developer_shtest"))
148 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
150 self.shtest_next = time + SHTEST_DELTA;
151 self.shtest_accumulator = 0;
153 self.shtest_accumulator += frametime;
155 if (clienttype(self) == CLIENTTYPE_BOT)
158 if (self.movetype == MOVETYPE_NONE)
161 if (self.punchangle != '0 0 0')
163 f = vlen(self.punchangle) - 10 * frametime;
165 self.punchangle = normalize(self.punchangle) * f;
167 self.punchangle = '0 0 0';
170 if (self.punchvector != '0 0 0')
172 f = vlen(self.punchvector) - 30 * frametime;
174 self.punchvector = normalize(self.punchvector) * f;
176 self.punchvector = '0 0 0';
183 if(self.runes & RUNE_SPEED)
185 if(self.runes & CURSE_SLOW)
186 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
188 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
190 else if(self.runes & CURSE_SLOW)
192 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
196 if(g_minstagib && (self.items & IT_INVINCIBLE))
198 maxspd_mod = cvar("g_minstagib_speed_moverate");
203 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
206 if(self.flags & FL_NOTARGET)
207 maxspd_mod = cvar("sv_spectator_speed_multiplier");
209 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
211 if(self.speed != spd)
215 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
216 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
217 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
218 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
220 temps = ftos(sv_accelerate * maxspd_mod);
221 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
224 // if dead, behave differently
231 self.angles_y = self.v_angle_y;
235 if(self.classname == "player")
237 if (self.BUTTON_JUMP)
240 self.flags = self.flags | FL_JUMPRELEASED;
242 if (self.waterlevel == 2)
246 if (self.flags & FL_WATERJUMP )
248 self.velocity_x = self.movedir_x;
249 self.velocity_y = self.movedir_y;
250 if (time > self.teleport_time || self.waterlevel == 0)
252 self.flags = self.flags - (self.flags & FL_WATERJUMP);
253 self.teleport_time = 0;
256 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
258 // noclipping or flying
259 self.flags = self.flags - (self.flags & FL_ONGROUND);
261 self.velocity = self.velocity * (1 - frametime * sv_friction);
262 makevectors(self.v_angle);
263 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
264 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
266 wishdir = normalize(wishvel);
267 wishspeed = vlen(wishvel);
268 if (wishspeed > sv_maxspeed*maxspd_mod)
269 wishspeed = sv_maxspeed*maxspd_mod;
270 if (time >= self.teleport_time)
272 f = wishspeed - (self.velocity * wishdir);
274 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
277 else if (self.waterlevel >= 2)
280 self.flags = self.flags - (self.flags & FL_ONGROUND);
282 makevectors(self.v_angle);
283 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
284 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
285 if (wishvel == '0 0 0')
286 wishvel = '0 0 -60'; // drift towards bottom
288 wishdir = normalize(wishvel);
289 wishspeed = vlen(wishvel);
290 if (wishspeed > sv_maxspeed*maxspd_mod)
291 wishspeed = sv_maxspeed*maxspd_mod;
292 wishspeed = wishspeed * 0.7;
295 self.velocity = self.velocity * (1 - frametime * sv_friction);
297 // water acceleration
298 f = wishspeed - (self.velocity * wishdir);
300 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
302 else if (time < self.ladder_time)
304 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
305 self.flags = self.flags - (self.flags & FL_ONGROUND);
307 self.velocity = self.velocity * (1 - frametime * sv_friction);
308 makevectors(self.v_angle);
309 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
310 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
312 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
314 self.velocity_z = self.velocity_z + sv_gravity * frametime;
315 if (self.ladder_entity.classname == "func_water")
318 if (f > self.ladder_entity.speed)
319 wishvel = wishvel * (self.ladder_entity.speed / f);
321 self.watertype = self.ladder_entity.skin;
322 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
323 if ((self.origin_z + self.view_ofs_z) < f)
325 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
327 else if ((self.origin_z + self.mins_z + 1) < f)
332 self.watertype = CONTENT_EMPTY;
336 wishdir = normalize(wishvel);
337 wishspeed = vlen(wishvel);
338 if (wishspeed > sv_maxspeed)
339 wishspeed = sv_maxspeed;
340 if (time >= self.teleport_time)
342 f = wishspeed - (self.velocity * wishdir);
344 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
347 else if (self.flags & FL_ONGROUND)
350 makevectors(self.v_angle_y * '0 1 0');
351 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
353 if(!(self.lastflags & FL_ONGROUND))
355 if(cvar("speedmeter"))
356 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
357 if(self.lastground < time - 0.3)
358 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
359 if(self.jumppadcount > 1)
360 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
361 self.jumppadcount = 0;
364 if (self.velocity_x || self.velocity_y)
365 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
370 if (f < sv_stopspeed)
371 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
373 f = 1 - frametime * sv_friction;
375 self.velocity = self.velocity * f;
377 self.velocity = '0 0 0';
380 wishdir = normalize(wishvel);
381 wishspeed = vlen(wishvel);
382 if (wishspeed > sv_maxspeed*maxspd_mod)
383 wishspeed = sv_maxspeed*maxspd_mod;
385 wishspeed = wishspeed * 0.5;
386 if (time >= self.teleport_time)
388 f = wishspeed - (self.velocity * wishdir);
390 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
397 maxairspd = sv_maxairspeed*maxspd_mod;
398 airaccel = sv_airaccelerate*maxspd_mod;
402 maxairspd = sv_maxairspeed;
403 airaccel = sv_airaccelerate;
406 makevectors(self.v_angle_y * '0 1 0');
407 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
409 wishdir = normalize(wishvel);
410 wishspeed = vlen(wishvel);
411 if (wishspeed > maxairspd)
412 wishspeed = maxairspd;
414 wishspeed = wishspeed * 0.5;
415 if (time >= self.teleport_time)
417 // NOTE: this does the same as the commented out old code if:
419 // sv_airaccel_sideways_friction 0
424 vel_straight = self.velocity * wishdir;
425 vel_z = self.velocity_z;
426 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
428 f = wishspeed - vel_straight;
430 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
432 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
434 // anti-sideways friction to fix QW-style bunnyhopping
435 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
437 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
440 f = wishspeed;// - (self.velocity * wishdir);
442 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
447 if(self.flags & FL_ONGROUND)
448 self.lastground = time;
450 self.lastflags = self.flags;