4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
17 .float spectatorspeed;
19 #define SHTEST_DELTA 10
20 #define SHTEST_THRESHOLD 1.1
22 .float shtest_accumulator;
28 When you press the jump key
31 void PlayerJump (void)
35 mjumpheight = cvar("sv_jumpvelocity");
36 if (self.waterlevel >= 2)
38 if (self.watertype == CONTENT_WATER)
39 self.velocity_z = 200;
40 else if (self.watertype == CONTENT_SLIME)
49 if (!(self.flags & FL_ONGROUND))
53 if (!(self.flags & FL_JUMPRELEASED))
58 if(self.runes & RUNE_SPEED)
60 if(self.runes & CURSE_SLOW)
61 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
63 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
65 else if(self.runes & CURSE_SLOW)
67 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
71 if(g_minstagib && (self.items & IT_INVINCIBLE))
73 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
76 self.velocity_z = self.velocity_z + mjumpheight;
77 self.oldvelocity_z = self.velocity_z;
79 self.flags = self.flags - FL_ONGROUND;
80 self.flags = self.flags - FL_JUMPRELEASED;
83 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
85 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
88 PlayerSound(playersound_jump, CHAN_PLAYER, 0);
93 local vector start, end;
95 // check for a jump-out-of-water
96 makevectors (self.angles);
98 start_z = start_z + 8;
100 normalize(v_forward);
101 end = start + v_forward*24;
102 traceline (start, end, TRUE, self);
103 if (trace_fraction < 1)
105 start_z = start_z + self.maxs_z - 8;
106 end = start + v_forward*24;
107 self.movedir = trace_plane_normal * -50;
108 traceline (start, end, TRUE, self);
109 if (trace_fraction == 1)
110 { // open at eye level
111 self.flags = self.flags | FL_WATERJUMP;
112 self.velocity_z = 225;
113 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
114 self.teleport_time = time + 2; // safety net
120 float racecar_angle(float forward, float down)
122 float ret, angle_mult;
130 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
132 angle_mult = forward / (800 + forward);
135 return ret * angle_mult + 360 * (1 - angle_mult);
137 return ret * angle_mult;
140 void RaceCarPhysics()
142 // using this move type for "big rigs"
143 // the engine does not push the entity!
145 float accel, steer, f;
146 vector angles_save, rigvel;
148 angles_save = self.angles;
149 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
150 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
152 if(g_bugrigs_reverse_speeding)
156 // back accel is DIGITAL
157 // to prevent speedhack
167 makevectors(self.angles); // new forward direction!
169 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
171 float myspeed, upspeed, steerfactor, accelfactor;
173 myspeed = self.velocity * v_forward;
174 upspeed = self.velocity * v_up;
176 // responsiveness factor for steering and acceleration
177 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
179 if(myspeed < 0 && g_bugrigs_reverse_spinning)
180 steerfactor = -myspeed * g_bugrigs_steer;
182 steerfactor = -myspeed * f * g_bugrigs_steer;
184 if(myspeed < 0 && g_bugrigs_reverse_speeding)
185 accelfactor = g_bugrigs_accel;
187 accelfactor = f * g_bugrigs_accel;
193 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
197 if(!g_bugrigs_reverse_speeding)
198 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
205 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
209 if(g_bugrigs_reverse_stopping)
212 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
215 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
217 self.angles_y += steer * frametime * steerfactor; // apply steering
218 makevectors(self.angles); // new forward direction!
220 myspeed += accel * accelfactor * frametime;
222 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
226 myspeed = vlen(self.velocity);
228 // responsiveness factor for steering and acceleration
229 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
230 steerfactor = -myspeed * f;
231 self.angles_y += steer * frametime * steerfactor; // apply steering
233 rigvel = self.velocity;
234 makevectors(self.angles); // new forward direction!
237 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
239 if(g_bugrigs_planar_movement)
241 vector rigvel_xy, neworigin, up;
244 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
248 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
251 mt = MOVE_NOMONSTERS;
253 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
254 up = trace_endpos - self.origin;
256 // BUG RIGS: align the move to the surface instead of doing collision testing
258 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
261 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
263 if(trace_fraction < 0.5)
266 neworigin = self.origin;
269 neworigin = trace_endpos;
271 if(trace_fraction < 1)
273 // now set angles_x so that the car points parallel to the surface
274 self.angles = vectoangles(
275 '1 0 0' * v_forward_x * trace_plane_normal_z
277 '0 1 0' * v_forward_y * trace_plane_normal_z
279 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
281 self.flags |= FL_ONGROUND;
285 // now set angles_x so that the car points forward, but is tilted in velocity direction
286 self.flags (-) FL_ONGROUND;
289 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
290 self.movetype = MOVETYPE_NOCLIP;
294 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
295 self.velocity = rigvel;
296 self.movetype = MOVETYPE_FLY;
300 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
301 if(trace_fraction != 1)
303 self.angles = vectoangles2(
304 '1 0 0' * v_forward_x * trace_plane_normal_z
306 '0 1 0' * v_forward_y * trace_plane_normal_z
308 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
316 vel_local_x = v_forward * self.velocity;
317 vel_local_y = v_right * self.velocity;
318 vel_local_z = v_up * self.velocity;
320 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
321 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
325 vector vf1, vu1, smoothangles;
326 makevectors(self.angles);
327 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
332 makevectors(angles_save);
333 vf1 = vf1 + v_forward * (1 - f);
334 vu1 = vu1 + v_up * (1 - f);
335 smoothangles = vectoangles2(vf1, vu1);
336 self.angles_x = -smoothangles_x;
337 self.angles_z = smoothangles_z;
340 .vector movement_old;
344 void Nixnex_GiveCurrentWeapon();
345 void SV_PlayerPhysics()
347 local vector wishvel, wishdir, v;
348 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
351 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;
352 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
354 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
355 self.parm_idlesince = time;
357 self.buttons_old = buttons;
358 self.movement_old = self.movement;
359 self.v_angle_old = self.v_angle;
361 if(time > self.shtest_next)
363 if(self.shtest_next > 0)
365 // self.shtest_accumulator:
366 // started at time - SHTEST_DELTA
367 // should be at SHTEST_DELTA
368 shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
369 if(shtest_score > SHTEST_THRESHOLD)
370 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
371 else if(cvar("developer_shtest"))
372 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
374 self.shtest_next = time + SHTEST_DELTA;
375 self.shtest_accumulator = 0;
377 self.shtest_accumulator += frametime;
379 if (clienttype(self) == CLIENTTYPE_BOT)
382 if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
385 if (self.punchangle != '0 0 0')
387 f = vlen(self.punchangle) - 10 * frametime;
389 self.punchangle = normalize(self.punchangle) * f;
391 self.punchangle = '0 0 0';
394 if (self.punchvector != '0 0 0')
396 f = vlen(self.punchvector) - 30 * frametime;
398 self.punchvector = normalize(self.punchvector) * f;
400 self.punchvector = '0 0 0';
407 if(self.runes & RUNE_SPEED)
409 if(self.runes & CURSE_SLOW)
410 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
412 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
414 else if(self.runes & CURSE_SLOW)
416 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
420 if(g_minstagib && (self.items & IT_INVINCIBLE))
422 maxspd_mod = cvar("g_minstagib_speed_moverate");
427 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
430 if(self.flags & FL_NOTARGET)
432 maxspd_mod = cvar("sv_spectator_speed_multiplier");
433 if(!self.spectatorspeed)
434 self.spectatorspeed = maxspd_mod;
435 if(self.impulse && self.impulse <= 19)
437 if(self.lastflags & FL_NOTARGET)
439 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
440 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
441 else if(self.impulse == 11)
442 self.spectatorspeed = maxspd_mod;
443 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
444 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
445 else if(self.impulse >= 1 && self.impulse <= 9)
446 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
447 } // otherwise just clear
450 maxspd_mod = self.spectatorspeed;
453 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
455 if(self.speed != spd)
459 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
460 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
461 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
462 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
464 temps = ftos(sv_accelerate * maxspd_mod);
465 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
468 // if dead, behave differently
472 if (!self.fixangle && !g_bugrigs)
475 self.angles_y = self.v_angle_y;
479 if(self.flags & FL_ONGROUND)
484 if(self.waterlevel < 2)
485 if(time >= self.ladder_time)
488 self.nextstep = time + 0.3 + random() * 0.1;
489 trace_dphitq3surfaceflags = 0;
490 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
491 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
493 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
494 GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
496 GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
504 if(self.classname == "player")
508 self.flags = self.flags - (self.flags & FL_ONGROUND);
509 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
510 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
511 self.flags = self.flags | FL_ONGROUND;
514 if (self.BUTTON_JUMP)
517 self.flags = self.flags | FL_JUMPRELEASED;
519 if (self.waterlevel == 2)
523 if (self.flags & FL_WATERJUMP )
525 self.velocity_x = self.movedir_x;
526 self.velocity_y = self.movedir_y;
527 if (time > self.teleport_time || self.waterlevel == 0)
529 self.flags = self.flags - (self.flags & FL_WATERJUMP);
530 self.teleport_time = 0;
533 else if (g_bugrigs && self.classname == "player")
537 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
539 // noclipping or flying
540 self.flags = self.flags - (self.flags & FL_ONGROUND);
542 self.velocity = self.velocity * (1 - frametime * sv_friction);
543 makevectors(self.v_angle);
544 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
545 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
547 wishdir = normalize(wishvel);
548 wishspeed = vlen(wishvel);
549 if (wishspeed > sv_maxspeed*maxspd_mod)
550 wishspeed = sv_maxspeed*maxspd_mod;
551 if (time >= self.teleport_time)
553 f = wishspeed - (self.velocity * wishdir);
555 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
558 else if (self.waterlevel >= 2)
561 self.flags = self.flags - (self.flags & FL_ONGROUND);
563 makevectors(self.v_angle);
564 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
565 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
566 if (wishvel == '0 0 0')
567 wishvel = '0 0 -60'; // drift towards bottom
569 wishdir = normalize(wishvel);
570 wishspeed = vlen(wishvel);
571 if (wishspeed > sv_maxspeed*maxspd_mod)
572 wishspeed = sv_maxspeed*maxspd_mod;
573 wishspeed = wishspeed * 0.7;
576 self.velocity = self.velocity * (1 - frametime * sv_friction);
578 // water acceleration
579 f = wishspeed - (self.velocity * wishdir);
581 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
583 else if (time < self.ladder_time)
585 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
586 self.flags = self.flags - (self.flags & FL_ONGROUND);
588 self.velocity = self.velocity * (1 - frametime * sv_friction);
589 makevectors(self.v_angle);
590 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
591 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
593 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
595 self.velocity_z = self.velocity_z + sv_gravity * frametime;
596 if (self.ladder_entity.classname == "func_water")
599 if (f > self.ladder_entity.speed)
600 wishvel = wishvel * (self.ladder_entity.speed / f);
602 self.watertype = self.ladder_entity.skin;
603 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
604 if ((self.origin_z + self.view_ofs_z) < f)
606 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
608 else if ((self.origin_z + self.mins_z + 1) < f)
613 self.watertype = CONTENT_EMPTY;
617 wishdir = normalize(wishvel);
618 wishspeed = vlen(wishvel);
619 if (wishspeed > sv_maxspeed)
620 wishspeed = sv_maxspeed;
621 if (time >= self.teleport_time)
623 f = wishspeed - (self.velocity * wishdir);
625 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
628 else if (self.flags & FL_ONGROUND)
631 makevectors(self.v_angle_y * '0 1 0');
632 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
634 if(!(self.lastflags & FL_ONGROUND))
636 if(cvar("speedmeter"))
637 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
638 if(self.lastground < time - 0.3)
639 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
640 if(self.jumppadcount > 1)
641 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
642 self.jumppadcount = 0;
645 if (self.velocity_x || self.velocity_y)
646 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
651 if (f < sv_stopspeed)
652 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
654 f = 1 - frametime * sv_friction;
656 self.velocity = self.velocity * f;
658 self.velocity = '0 0 0';
661 wishdir = normalize(wishvel);
662 wishspeed = vlen(wishvel);
663 if (wishspeed > sv_maxspeed*maxspd_mod)
664 wishspeed = sv_maxspeed*maxspd_mod;
666 wishspeed = wishspeed * 0.5;
667 if (time >= self.teleport_time)
669 f = wishspeed - (self.velocity * wishdir);
671 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
678 maxairspd = sv_maxairspeed*maxspd_mod;
679 airaccel = sv_airaccelerate*maxspd_mod;
683 maxairspd = sv_maxairspeed;
684 airaccel = sv_airaccelerate;
687 makevectors(self.v_angle_y * '0 1 0');
688 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
690 wishdir = normalize(wishvel);
691 wishspeed = vlen(wishvel);
692 if (wishspeed > maxairspd)
693 wishspeed = maxairspd;
695 wishspeed = wishspeed * 0.5;
696 if (time >= self.teleport_time)
698 // NOTE: this does the same as the commented out old code if:
700 // sv_airaccel_sideways_friction 0
705 vel_straight = self.velocity * wishdir;
706 vel_z = self.velocity_z;
707 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
709 f = wishspeed - vel_straight;
711 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
713 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
715 // anti-sideways friction to fix QW-style bunnyhopping
716 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
718 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
721 f = wishspeed;// - (self.velocity * wishdir);
723 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
728 if(self.flags & FL_ONGROUND)
729 self.lastground = time;
731 self.lastflags = self.flags;