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 fminimum = (savespeed - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
443 vel_perpend = vel_perpend * f;
445 vel_perpend = vel_perpend * min(1, max(fminimum, 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(float msg)
519 // send the best speed of the round
520 WriteByte(msg, SVC_TEMPENTITY);
521 WriteByte(msg, TE_CSQC_RACE);
522 WriteByte(msg, RACE_NET_SPEED_AWARD);
523 WriteShort(msg, floor(speedaward_speed+0.5));
524 WriteString(msg, speedaward_holder);
527 float speedaward_alltimebest;
528 string speedaward_alltimebest_holder;
529 void race_send_speedaward_alltimebest(float msg)
531 // send the best speed
532 WriteByte(msg, SVC_TEMPENTITY);
533 WriteByte(msg, TE_CSQC_RACE);
534 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
535 WriteShort(msg, floor(speedaward_alltimebest+0.5));
536 WriteString(msg, speedaward_alltimebest_holder);
539 string GetMapname(void);
540 float speedaward_lastupdate;
541 float speedaward_lastsent;
542 void SV_PlayerPhysics()
544 local vector wishvel, wishdir, v;
545 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
548 float not_allowed_to_move;
551 if(self.PlayerPhysplug)
552 if(self.PlayerPhysplug())
557 // if record times matter
558 // ensure nothing EVIL is being done (i.e. strafebot)
559 // this hinders joystick users though
560 // but it still gives SOME analog control
561 // TODO implement this for engine cl_movement code too (basically, clipping to the four axes)
562 wishvel_x = fabs(self.movement_x);
563 wishvel_y = fabs(self.movement_y);
564 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
567 wishspeed = vlen(wishvel);
568 if(wishvel_x >= 2 * wishvel_y)
571 if(self.movement_x > 0)
572 self.movement_x = wishspeed;
574 self.movement_x = -wishspeed;
577 else if(wishvel_y >= 2 * wishvel_x)
581 if(self.movement_y > 0)
582 self.movement_y = wishspeed;
584 self.movement_y = -wishspeed;
589 if(self.movement_x > 0)
590 self.movement_x = M_SQRT1_2 * wishspeed;
592 self.movement_x = -M_SQRT1_2 * wishspeed;
593 if(self.movement_y > 0)
594 self.movement_y = M_SQRT1_2 * wishspeed;
596 self.movement_y = -M_SQRT1_2 * wishspeed;
601 self.race_movetime_frac += frametime;
602 f = floor(self.race_movetime_frac);
603 self.race_movetime_frac -= f;
604 self.race_movetime_count += f;
605 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
607 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);
611 else if(buttons == 1)
613 else if(buttons == 2)
615 else if(buttons == 128)
617 else if(buttons == 256)
619 else if(buttons == 512)
621 else if(buttons == 1024)
626 if(c == substring(specialcommand, self.specialcommand_pos, 1))
628 self.specialcommand_pos += 1;
629 if(self.specialcommand_pos >= strlen(specialcommand))
631 self.specialcommand_pos = 0;
636 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
637 self.specialcommand_pos = 0;
639 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
641 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
642 self.parm_idlesince = time;
644 buttons_prev = self.buttons_old;
645 self.buttons_old = buttons;
646 self.movement_old = self.movement;
647 self.v_angle_old = self.v_angle;
649 if(time < self.nickspamtime)
650 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
652 // slight annoyance for nick change scripts
653 self.movement = -1 * self.movement;
654 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
656 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!
658 self.angles_x = random() * 360;
659 self.angles_y = random() * 360;
660 // at least I'm not forcing retardedview by also assigning to angles_z
665 if(time > self.shtest_next)
667 if(self.shtest_next > 0)
669 // self.shtest_accumulator:
670 // started at time - SHTEST_DELTA
671 // should be at SHTEST_DELTA
672 shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
673 if(shtest_score > SHTEST_THRESHOLD)
674 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
675 else if(cvar("developer_shtest"))
676 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
678 self.shtest_next = time + SHTEST_DELTA;
679 self.shtest_accumulator = 0;
681 self.shtest_accumulator += frametime;
683 if (clienttype(self) == CLIENTTYPE_BOT)
686 self.items &~= IT_USING_JETPACK;
688 if(self.classname == "player")
690 if(self.race_penalty)
691 if(time > self.race_penalty)
692 self.race_penalty = 0;
694 not_allowed_to_move = 0;
695 if(self.race_penalty)
696 not_allowed_to_move = 1;
697 if(!cvar("sv_ready_restart_after_countdown"))
698 if(time < game_starttime)
699 not_allowed_to_move = 1;
701 if(not_allowed_to_move)
703 self.velocity = '0 0 0';
704 self.movetype = MOVETYPE_NONE;
705 self.disableclientprediction = 2;
707 else if(self.disableclientprediction == 2)
709 if(self.movetype == MOVETYPE_NONE)
710 self.movetype = MOVETYPE_WALK;
711 self.disableclientprediction = 0;
715 if (self.movetype == MOVETYPE_NONE)
718 if (self.punchangle != '0 0 0')
720 f = vlen(self.punchangle) - 10 * frametime;
722 self.punchangle = normalize(self.punchangle) * f;
724 self.punchangle = '0 0 0';
727 if (self.punchvector != '0 0 0')
729 f = vlen(self.punchvector) - 30 * frametime;
731 self.punchvector = normalize(self.punchvector) * f;
733 self.punchvector = '0 0 0';
740 if(self.runes & RUNE_SPEED)
742 if(self.runes & CURSE_SLOW)
743 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
745 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
747 else if(self.runes & CURSE_SLOW)
749 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
753 if(g_minstagib && (self.items & IT_INVINCIBLE))
755 maxspd_mod = cvar("g_minstagib_speed_moverate");
758 if(g_nexball && self.ballcarried)
760 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
765 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
768 if(self.classname != "player")
770 maxspd_mod = cvar("sv_spectator_speed_multiplier");
771 if(!self.spectatorspeed)
772 self.spectatorspeed = maxspd_mod;
773 if(self.impulse && self.impulse <= 19)
775 if(self.lastclassname != "player")
777 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
778 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
779 else if(self.impulse == 11)
780 self.spectatorspeed = maxspd_mod;
781 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
782 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
783 else if(self.impulse >= 1 && self.impulse <= 9)
784 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
785 } // otherwise just clear
788 maxspd_mod = self.spectatorspeed;
791 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
792 if(self.speed != spd)
796 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
797 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
798 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
799 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
802 maxspd_mod *= swampspd_mod; // only one common speed modder please!
805 // if dead, behave differently
809 if (!self.fixangle && !g_bugrigs)
812 self.angles_y = self.v_angle_y;
816 if(self.flags & FL_ONGROUND)
821 if(self.waterlevel < WATERLEVEL_SWIMMING)
822 if(time >= self.ladder_time)
825 self.nextstep = time + 0.3 + random() * 0.1;
826 trace_dphitq3surfaceflags = 0;
827 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
828 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
830 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
831 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
833 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
841 if(self.classname == "player")
845 self.flags &~= FL_ONGROUND;
846 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
847 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
848 self.flags |= FL_ONGROUND;
851 if (self.BUTTON_JUMP)
854 self.flags |= FL_JUMPRELEASED;
856 if (self.waterlevel == WATERLEVEL_SWIMMING)
860 if (self.flags & FL_WATERJUMP )
862 self.velocity_x = self.movedir_x;
863 self.velocity_y = self.movedir_y;
864 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
866 self.flags &~= FL_WATERJUMP;
867 self.teleport_time = 0;
870 else if (g_bugrigs && self.classname == "player")
874 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
876 // noclipping or flying
877 self.flags &~= FL_ONGROUND;
879 self.velocity = self.velocity * (1 - frametime * sv_friction);
880 makevectors(self.v_angle);
881 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
882 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
884 wishdir = normalize(wishvel);
885 wishspeed = vlen(wishvel);
886 if (wishspeed > sv_maxspeed*maxspd_mod)
887 wishspeed = sv_maxspeed*maxspd_mod;
888 if (time >= self.teleport_time)
889 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
891 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
894 self.flags &~= FL_ONGROUND;
896 makevectors(self.v_angle);
897 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
898 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
899 if (wishvel == '0 0 0')
900 wishvel = '0 0 -60'; // drift towards bottom
902 wishdir = normalize(wishvel);
903 wishspeed = vlen(wishvel);
904 if (wishspeed > sv_maxspeed*maxspd_mod)
905 wishspeed = sv_maxspeed*maxspd_mod;
906 wishspeed = wishspeed * 0.7;
909 self.velocity = self.velocity * (1 - frametime * sv_friction);
911 // water acceleration
912 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
914 else if (time < self.ladder_time)
916 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
917 self.flags &~= FL_ONGROUND;
919 self.velocity = self.velocity * (1 - frametime * sv_friction);
920 makevectors(self.v_angle);
921 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
922 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
924 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
926 self.velocity_z = self.velocity_z + sv_gravity * frametime;
927 if (self.ladder_entity.classname == "func_water")
930 if (f > self.ladder_entity.speed)
931 wishvel = wishvel * (self.ladder_entity.speed / f);
933 self.watertype = self.ladder_entity.skin;
934 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
935 if ((self.origin_z + self.view_ofs_z) < f)
936 self.waterlevel = WATERLEVEL_SUBMERGED;
937 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
938 self.waterlevel = WATERLEVEL_SWIMMING;
939 else if ((self.origin_z + self.mins_z + 1) < f)
940 self.waterlevel = WATERLEVEL_WETFEET;
943 self.waterlevel = WATERLEVEL_NONE;
944 self.watertype = CONTENT_EMPTY;
948 wishdir = normalize(wishvel);
949 wishspeed = vlen(wishvel);
950 if (wishspeed > sv_maxspeed*maxspd_mod)
951 wishspeed = sv_maxspeed*maxspd_mod;
952 if (time >= self.teleport_time)
954 // water acceleration
955 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
958 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
960 //makevectors(self.v_angle_y * '0 1 0');
961 makevectors(self.v_angle);
962 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
963 // add remaining speed as Z component
964 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
966 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
967 // add the unused velocity as up component
970 // if(self.BUTTON_JUMP)
971 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
973 // it is now normalized, so...
974 float a_side, a_up, a_add, a_diff;
975 a_side = cvar("g_jetpack_acceleration_side");
976 a_up = cvar("g_jetpack_acceleration_up");
977 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
986 //////////////////////////////////////////////////////////////////////////////////////
987 // finding the maximum over all vectors of above form
988 // with wishvel having an absolute value of 1
989 //////////////////////////////////////////////////////////////////////////////////////
990 // we're finding the maximum over
991 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
992 // for z in the range from -1 to 1
993 //////////////////////////////////////////////////////////////////////////////////////
994 // maximum is EITHER attained at the single extreme point:
995 a_diff = a_side * a_side - a_up * a_up;
998 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
999 if(f > -1 && f < 1) // can it be attained?
1001 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1002 //print("middle\n");
1005 // OR attained at z = 1:
1006 f = (a_up + a_add) * (a_up + a_add);
1012 // OR attained at z = -1:
1013 f = (a_up - a_add) * (a_up - a_add);
1017 //print("bottom\n");
1020 //////////////////////////////////////////////////////////////////////////////////////
1022 //print("best possible acceleration: ", ftos(best), "\n");
1025 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1026 if(wishvel_z - sv_gravity > 0)
1027 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1029 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1032 fvel = vlen(wishvel);
1035 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1037 fvel = min(1, vlen(wishvel) / best);
1038 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1039 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1043 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1045 if (f > 0 && wishvel != '0 0 0')
1047 self.velocity = self.velocity + wishvel * f * frametime;
1048 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1049 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1050 self.flags &~= FL_ONGROUND;
1051 self.items |= IT_USING_JETPACK;
1053 // jetpack also inhibits health regeneration, but only for 1 second
1054 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1057 else if (self.flags & FL_ONGROUND)
1059 // we get here if we ran out of ammo
1060 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1061 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1064 makevectors(self.v_angle_y * '0 1 0');
1065 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1067 if(!(self.lastflags & FL_ONGROUND))
1069 if(cvar("speedmeter"))
1070 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1071 if(self.lastground < time - 0.3)
1072 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1073 if(self.jumppadcount > 1)
1074 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1075 self.jumppadcount = 0;
1078 #ifdef LETS_TEST_FTEQCC
1079 if(self.velocity_x || self.velocity_y)
1097 if (f < sv_stopspeed)
1098 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1100 f = 1 - frametime * sv_friction;
1102 self.velocity = self.velocity * f;
1104 self.velocity = '0 0 0';
1108 wishdir = normalize(wishvel);
1109 wishspeed = vlen(wishvel);
1110 if (wishspeed > sv_maxspeed*maxspd_mod)
1111 wishspeed = sv_maxspeed*maxspd_mod;
1113 wishspeed = wishspeed * 0.5;
1114 if (time >= self.teleport_time)
1115 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1120 // we get here if we ran out of ammo
1121 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1122 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1126 maxairspd = sv_maxairspeed*maxspd_mod;
1127 airaccel = sv_airaccelerate*maxspd_mod;
1131 maxairspd = sv_maxairspeed;
1132 airaccel = sv_airaccelerate;
1135 makevectors(self.v_angle_y * '0 1 0');
1136 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1138 wishdir = normalize(wishvel);
1139 wishspeed = wishspeed0 = vlen(wishvel);
1140 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1141 wishspeed0 = sv_maxspeed*maxspd_mod;
1142 if (wishspeed > maxairspd)
1143 wishspeed = maxairspd;
1145 wishspeed = wishspeed * 0.5;
1146 if (time >= self.teleport_time)
1152 airaccelqw = sv_airaccel_qw;
1153 accelerating = (self.velocity * wishdir > 0);
1154 wishspeed2 = wishspeed;
1157 if(sv_airstopaccelerate)
1158 if(self.velocity * wishdir < 0)
1159 airaccel = sv_airstopaccelerate*maxspd_mod;
1160 if(self.movement_x == 0 && self.movement_y != 0)
1162 if(sv_maxairstrafespeed)
1164 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1165 if(sv_maxairstrafespeed < sv_maxairspeed)
1168 if(sv_airstrafeaccelerate)
1170 airaccel = sv_airstrafeaccelerate*maxspd_mod;
1171 if(sv_airstrafeaccelerate > sv_airaccelerate)
1177 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1178 PM_AirAccelerate(wishdir, wishspeed);
1180 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1183 CPM_PM_Aircontrol(wishdir, wishspeed2);
1187 if((g_cts || g_race) && self.classname != "observer") {
1188 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1189 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1190 speedaward_holder = self.netname;
1191 speedaward_lastupdate = time;
1193 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1199 race_send_speedaward(MSG_ALL);
1200 speedaward_lastsent = speedaward_speed;
1201 if (speedaward_speed > speedaward_alltimebest) {
1202 speedaward_alltimebest = speedaward_speed;
1203 speedaward_alltimebest_holder = speedaward_holder;
1204 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1205 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1206 race_send_speedaward_alltimebest(MSG_ALL);
1211 if(self.flags & FL_ONGROUND)
1212 self.lastground = time;
1214 self.lastflags = self.flags;
1215 self.lastclassname = self.classname;