4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
17 void Nixnex_GiveCurrentWeapon();
18 void SV_PlayerPhysics()
20 local vector wishvel, wishdir, v;
21 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
24 if (clienttype(self) == CLIENTTYPE_BOT)
27 if (self.movetype == MOVETYPE_NONE)
30 if (self.punchangle != '0 0 0')
32 f = vlen(self.punchangle) - 10 * frametime;
34 self.punchangle = normalize(self.punchangle) * f;
36 self.punchangle = '0 0 0';
39 if (self.punchvector != '0 0 0')
41 f = vlen(self.punchvector) - 30 * frametime;
43 self.punchvector = normalize(self.punchvector) * f;
45 self.punchvector = '0 0 0';
50 if(cvar("g_runematch"))
52 if(self.runes & RUNE_SPEED)
54 if(self.runes & CURSE_SLOW)
55 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
57 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
59 else if(self.runes & CURSE_SLOW)
61 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
65 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
67 maxspd_mod = cvar("g_balance_rune_speed_moverate");
72 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
76 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
82 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
83 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
84 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
85 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
87 temps = ftos(sv_accelerate * maxspd_mod);
88 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
91 // if dead, behave differently
98 self.angles_y = self.v_angle_y;
102 if (self.flags & FL_WATERJUMP )
104 self.velocity_x = self.movedir_x;
105 self.velocity_y = self.movedir_y;
106 if (time > self.teleport_time || self.waterlevel == 0)
108 self.flags = self.flags - (self.flags & FL_WATERJUMP);
109 self.teleport_time = 0;
112 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
114 // noclipping or flying
115 self.flags = self.flags - (self.flags & FL_ONGROUND);
117 self.velocity = self.velocity * (1 - frametime * sv_friction);
118 makevectors(self.v_angle);
119 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
120 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
122 wishdir = normalize(wishvel);
123 wishspeed = vlen(wishvel);
124 if (wishspeed > sv_maxspeed*maxspd_mod)
125 wishspeed = sv_maxspeed*maxspd_mod;
126 if (time >= self.teleport_time)
128 f = wishspeed - (self.velocity * wishdir);
130 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
133 else if (self.waterlevel >= 2)
136 self.flags = self.flags - (self.flags & FL_ONGROUND);
138 makevectors(self.v_angle);
139 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
140 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
141 if (wishvel == '0 0 0')
142 wishvel = '0 0 -60'; // drift towards bottom
144 wishdir = normalize(wishvel);
145 wishspeed = vlen(wishvel);
146 if (wishspeed > sv_maxspeed*maxspd_mod)
147 wishspeed = sv_maxspeed*maxspd_mod;
148 wishspeed = wishspeed * 0.7;
151 self.velocity = self.velocity * (1 - frametime * sv_friction);
153 // water acceleration
154 f = wishspeed - (self.velocity * wishdir);
156 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
158 else if (time < self.ladder_time)
160 // on a func_ladder or swimming in func_water
161 self.flags = self.flags - (self.flags & FL_ONGROUND);
163 self.velocity = self.velocity * (1 - frametime * sv_friction);
164 makevectors(self.v_angle);
165 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
166 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
168 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
170 self.velocity_z = self.velocity_z + sv_gravity * frametime;
171 if (self.ladder_entity.classname == "func_water")
174 if (f > self.ladder_entity.speed)
175 wishvel = wishvel * (self.ladder_entity.speed / f);
177 self.watertype = self.ladder_entity.skin;
178 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
179 if ((self.origin_z + self.view_ofs_z) < f)
181 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
183 else if ((self.origin_z + self.mins_z + 1) < f)
188 self.watertype = CONTENT_EMPTY;
192 wishdir = normalize(wishvel);
193 wishspeed = vlen(wishvel);
194 if (wishspeed > sv_maxspeed)
195 wishspeed = sv_maxspeed;
196 if (time >= self.teleport_time)
198 f = wishspeed - (self.velocity * wishdir);
200 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
203 else if (self.flags & FL_ONGROUND)
206 makevectors(self.v_angle_y * '0 1 0');
207 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
209 if(!(self.lastflags & FL_ONGROUND))
211 if(cvar("speedmeter"))
212 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
213 if(self.lastground < time - 0.3)
214 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
215 if(self.jumppadcount > 1)
216 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
217 self.jumppadcount = 0;
220 if (self.velocity_x || self.velocity_y)
221 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
226 if (f < sv_stopspeed)
227 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
229 f = 1 - frametime * sv_friction;
231 self.velocity = self.velocity * f;
233 self.velocity = '0 0 0';
236 wishdir = normalize(wishvel);
237 wishspeed = vlen(wishvel);
238 if (wishspeed > sv_maxspeed*maxspd_mod)
239 wishspeed = sv_maxspeed*maxspd_mod;
241 wishspeed = wishspeed * 0.5;
242 if (time >= self.teleport_time)
244 f = wishspeed - (self.velocity * wishdir);
246 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
253 maxairspd = sv_maxairspeed*maxspd_mod;
254 airaccel = sv_airaccelerate*maxspd_mod;
258 maxairspd = sv_maxairspeed;
259 airaccel = sv_airaccelerate;
262 makevectors(self.v_angle_y * '0 1 0');
263 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
265 wishdir = normalize(wishvel);
266 wishspeed = vlen(wishvel);
267 if (wishspeed > maxairspd)
268 wishspeed = maxairspd;
270 wishspeed = wishspeed * 0.5;
271 if (time >= self.teleport_time)
273 // NOTE: this does the same as the commented out old code if:
275 // sv_airaccel_sideways_friction 0
280 vel_straight = self.velocity * wishdir;
281 vel_z = self.velocity_z;
282 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
284 f = wishspeed - vel_straight;
286 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
288 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
290 // anti-sideways friction to fix QW-style bunnyhopping
291 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
293 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
296 f = wishspeed;// - (self.velocity * wishdir);
298 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
303 if(self.flags & FL_ONGROUND)
304 self.lastground = time;
306 self.lastflags = self.flags;