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 .vector movement_old;
124 void Nixnex_GiveCurrentWeapon();
125 void SV_PlayerPhysics()
127 local vector wishvel, wishdir, v;
128 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
131 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;
132 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
134 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
135 self.parm_idlesince = time;
137 self.buttons_old = buttons;
138 self.movement_old = self.movement;
139 self.v_angle_old = self.v_angle;
141 if(time > self.shtest_next)
143 if(self.shtest_next > 0)
145 // self.shtest_accumulator:
146 // started at time - SHTEST_DELTA
147 // should be at SHTEST_DELTA
148 shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
149 if(shtest_score > SHTEST_THRESHOLD)
150 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
151 else if(cvar("developer_shtest"))
152 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
154 self.shtest_next = time + SHTEST_DELTA;
155 self.shtest_accumulator = 0;
157 self.shtest_accumulator += frametime;
159 if (clienttype(self) == CLIENTTYPE_BOT)
162 if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
165 if(g_bigrigs && self.movetype == MOVETYPE_WALK)
167 self.disableclientprediction = 1;
168 self.movetype = MOVETYPE_NONE;
171 if (self.punchangle != '0 0 0')
173 f = vlen(self.punchangle) - 10 * frametime;
175 self.punchangle = normalize(self.punchangle) * f;
177 self.punchangle = '0 0 0';
180 if (self.punchvector != '0 0 0')
182 f = vlen(self.punchvector) - 30 * frametime;
184 self.punchvector = normalize(self.punchvector) * f;
186 self.punchvector = '0 0 0';
193 if(self.runes & RUNE_SPEED)
195 if(self.runes & CURSE_SLOW)
196 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
198 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
200 else if(self.runes & CURSE_SLOW)
202 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
206 if(g_minstagib && (self.items & IT_INVINCIBLE))
208 maxspd_mod = cvar("g_minstagib_speed_moverate");
213 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
216 if(self.flags & FL_NOTARGET)
218 maxspd_mod = cvar("sv_spectator_speed_multiplier");
219 if(!self.spectatorspeed)
220 self.spectatorspeed = maxspd_mod;
221 if(self.impulse && self.impulse <= 19)
223 if(self.lastflags & FL_NOTARGET)
225 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
226 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
227 else if(self.impulse == 11)
228 self.spectatorspeed = maxspd_mod;
229 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
230 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
231 else if(self.impulse >= 1 && self.impulse <= 9)
232 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
233 } // otherwise just clear
236 maxspd_mod = self.spectatorspeed;
239 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
241 if(self.speed != spd)
245 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
246 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
247 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
248 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
250 temps = ftos(sv_accelerate * maxspd_mod);
251 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
254 // if dead, behave differently
258 if (!self.fixangle && !g_bigrigs)
261 self.angles_y = self.v_angle_y;
265 if(self.flags & FL_ONGROUND)
270 if(self.waterlevel < 2)
271 if(time >= self.ladder_time)
274 self.nextstep = time + 0.3 + random() * 0.1;
275 trace_dphitq3surfaceflags = 0;
276 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
277 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
279 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
280 GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
282 GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
290 if(self.classname == "player")
294 self.flags = self.flags - (self.flags & FL_ONGROUND);
295 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
296 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
297 self.flags = self.flags | FL_ONGROUND;
300 if (self.BUTTON_JUMP)
303 self.flags = self.flags | FL_JUMPRELEASED;
305 if (self.waterlevel == 2)
309 if (self.flags & FL_WATERJUMP )
311 self.velocity_x = self.movedir_x;
312 self.velocity_y = self.movedir_y;
313 if (time > self.teleport_time || self.waterlevel == 0)
315 self.flags = self.flags - (self.flags & FL_WATERJUMP);
316 self.teleport_time = 0;
319 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
321 // noclipping or flying
322 self.flags = self.flags - (self.flags & FL_ONGROUND);
324 self.velocity = self.velocity * (1 - frametime * sv_friction);
325 makevectors(self.v_angle);
326 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
327 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
329 wishdir = normalize(wishvel);
330 wishspeed = vlen(wishvel);
331 if (wishspeed > sv_maxspeed*maxspd_mod)
332 wishspeed = sv_maxspeed*maxspd_mod;
333 if (time >= self.teleport_time)
335 f = wishspeed - (self.velocity * wishdir);
337 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
342 // using this move type for "big rigs"
343 // the engine does not push the entity!
345 float accel, steer, myspeed, steerfactor, accelfactor, upspeed, friction;
346 vector neworigin, up, angles_save;
348 accel = self.movement_x / sv_maxspeed;
349 steer = self.movement_y / sv_maxspeed;
351 angles_save = self.angles;
354 makevectors(self.angles); // new forward direction!
355 myspeed = self.velocity * v_forward;
356 upspeed = self.velocity * v_up;
358 // responsiveness factor for steering and acceleration
359 f = 1 / (1 + pow(max(0, myspeed / 400), 2));
361 steerfactor = -myspeed * f;
362 accelfactor = f * 800;
364 // BUG RIGS: make friction FAIL if reversing
370 myspeed = max(0, myspeed - frametime * 1000);
373 myspeed = max(0, myspeed - frametime * 50);
374 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
376 // BUG RIGS: stop when reversing and releasing the button
377 if(myspeed < 0 && accel == 0)
380 self.angles_y += steer * frametime * steerfactor; // apply steering
381 makevectors(self.angles); // new forward direction!
383 myspeed += accel * accelfactor * frametime;
385 self.velocity = v_forward * myspeed;
386 upspeed -= frametime * sv_gravity;
388 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', MOVE_NORMAL, self);
389 up = trace_endpos - self.origin;
391 // BUG RIGS: align the move to the surface instead of doing collision testing
393 neworigin = trace_endpos + self.velocity * frametime;
394 tracebox(trace_endpos, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
397 tracebox(trace_endpos, self.mins, self.maxs, neworigin - up + '0 0 1' * upspeed * frametime, MOVE_NORMAL, self);
399 if(trace_fraction >= 0.5)
400 self.origin = trace_endpos;
404 // now set angles_x so that the car points parallel to the surface
405 if(trace_fraction < 1)
407 self.angles = vectoangles(normalize(
408 '1 0 0' * v_forward_x * trace_plane_normal_z
410 '0 1 0' * v_forward_y * trace_plane_normal_z
412 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
414 self.flags |= FL_ONGROUND;
418 self.angles_x = angles_save_x;
419 self.angles_z = angles_save_z;
420 self.velocity += '0 0 1' * upspeed;
421 self.flags (-) FL_ONGROUND;
425 setorigin(self, self.origin);
427 else if (self.waterlevel >= 2)
430 self.flags = self.flags - (self.flags & FL_ONGROUND);
432 makevectors(self.v_angle);
433 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
434 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
435 if (wishvel == '0 0 0')
436 wishvel = '0 0 -60'; // drift towards bottom
438 wishdir = normalize(wishvel);
439 wishspeed = vlen(wishvel);
440 if (wishspeed > sv_maxspeed*maxspd_mod)
441 wishspeed = sv_maxspeed*maxspd_mod;
442 wishspeed = wishspeed * 0.7;
445 self.velocity = self.velocity * (1 - frametime * sv_friction);
447 // water acceleration
448 f = wishspeed - (self.velocity * wishdir);
450 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
452 else if (time < self.ladder_time)
454 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
455 self.flags = self.flags - (self.flags & FL_ONGROUND);
457 self.velocity = self.velocity * (1 - frametime * sv_friction);
458 makevectors(self.v_angle);
459 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
460 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
462 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
464 self.velocity_z = self.velocity_z + sv_gravity * frametime;
465 if (self.ladder_entity.classname == "func_water")
468 if (f > self.ladder_entity.speed)
469 wishvel = wishvel * (self.ladder_entity.speed / f);
471 self.watertype = self.ladder_entity.skin;
472 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
473 if ((self.origin_z + self.view_ofs_z) < f)
475 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
477 else if ((self.origin_z + self.mins_z + 1) < f)
482 self.watertype = CONTENT_EMPTY;
486 wishdir = normalize(wishvel);
487 wishspeed = vlen(wishvel);
488 if (wishspeed > sv_maxspeed)
489 wishspeed = sv_maxspeed;
490 if (time >= self.teleport_time)
492 f = wishspeed - (self.velocity * wishdir);
494 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
497 else if (self.flags & FL_ONGROUND)
500 makevectors(self.v_angle_y * '0 1 0');
501 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
503 if(!(self.lastflags & FL_ONGROUND))
505 if(cvar("speedmeter"))
506 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
507 if(self.lastground < time - 0.3)
508 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
509 if(self.jumppadcount > 1)
510 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
511 self.jumppadcount = 0;
514 if (self.velocity_x || self.velocity_y)
515 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
520 if (f < sv_stopspeed)
521 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
523 f = 1 - frametime * sv_friction;
525 self.velocity = self.velocity * f;
527 self.velocity = '0 0 0';
530 wishdir = normalize(wishvel);
531 wishspeed = vlen(wishvel);
532 if (wishspeed > sv_maxspeed*maxspd_mod)
533 wishspeed = sv_maxspeed*maxspd_mod;
535 wishspeed = wishspeed * 0.5;
536 if (time >= self.teleport_time)
538 f = wishspeed - (self.velocity * wishdir);
540 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
547 maxairspd = sv_maxairspeed*maxspd_mod;
548 airaccel = sv_airaccelerate*maxspd_mod;
552 maxairspd = sv_maxairspeed;
553 airaccel = sv_airaccelerate;
556 makevectors(self.v_angle_y * '0 1 0');
557 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
559 wishdir = normalize(wishvel);
560 wishspeed = vlen(wishvel);
561 if (wishspeed > maxairspd)
562 wishspeed = maxairspd;
564 wishspeed = wishspeed * 0.5;
565 if (time >= self.teleport_time)
567 // NOTE: this does the same as the commented out old code if:
569 // sv_airaccel_sideways_friction 0
574 vel_straight = self.velocity * wishdir;
575 vel_z = self.velocity_z;
576 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
578 f = wishspeed - vel_straight;
580 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
582 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
584 // anti-sideways friction to fix QW-style bunnyhopping
585 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
587 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
590 f = wishspeed;// - (self.velocity * wishdir);
592 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
597 if(self.flags & FL_ONGROUND)
598 self.lastground = time;
600 self.lastflags = self.flags;