10 .float swamp_slowdown;
12 void Nixnex_GiveCurrentWeapon();
13 void SV_PlayerPhysics()
15 local vector wishvel, wishdir, v;
16 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swapspd_mod;
19 Nixnex_GiveCurrentWeapon();
22 if (clienttype(self) == CLIENTTYPE_BOT)
24 if (self.bot_type == BOT_TYPE_MAUVEBOT || self.bot_type == BOT_TYPE_AUTOMAUVE)
26 else if (self.bot_type == BOT_TYPE_URREBOT || self.bot_type == BOT_TYPE_AUTOURRE)
30 if (self.movetype == MOVETYPE_NONE)
33 if (self.punchangle != '0 0 0')
35 f = vlen(self.punchangle) - 10 * frametime;
37 self.punchangle = normalize(self.punchangle) * f;
39 self.punchangle = '0 0 0';
42 if (self.punchvector != '0 0 0')
44 f = vlen(self.punchvector) - 30 * frametime;
46 self.punchvector = normalize(self.punchvector) * f;
48 self.punchvector = '0 0 0';
53 if(cvar("g_runematch"))
55 if(self.runes & RUNE_SPEED)
57 if(self.runes & CURSE_SLOW)
58 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
60 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
62 else if(self.runes & CURSE_SLOW)
64 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
68 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
70 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
74 if(self.in_swamp != 0) {
75 swapspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
79 spd = sv_maxspeed * maxspd_mod;
80 spd = sv_maxspeed * swapspd_mod;
86 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
87 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
88 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
89 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
91 temps = ftos(sv_accelerate * maxspd_mod);
92 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
95 // if dead, behave differently
102 self.angles_y = self.v_angle_y;
106 if (self.flags & FL_WATERJUMP )
108 self.velocity_x = self.movedir_x;
109 self.velocity_y = self.movedir_y;
110 if (time > self.teleport_time || self.waterlevel == 0)
112 self.flags = self.flags - (self.flags & FL_WATERJUMP);
113 self.teleport_time = 0;
116 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
118 // noclipping or flying
119 self.flags = self.flags - (self.flags & FL_ONGROUND);
121 self.velocity = self.velocity * (1 - frametime * sv_friction);
122 makevectors(self.v_angle);
123 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
124 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
126 wishdir = normalize(wishvel);
127 wishspeed = vlen(wishvel);
128 if (wishspeed > sv_maxspeed*maxspd_mod)
129 wishspeed = sv_maxspeed*maxspd_mod;
130 if (time >= self.teleport_time)
132 f = wishspeed - (self.velocity * wishdir);
134 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
137 else if (self.waterlevel >= 2)
140 self.flags = self.flags - (self.flags & FL_ONGROUND);
142 makevectors(self.v_angle);
143 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
144 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
145 if (wishvel == '0 0 0')
146 wishvel = '0 0 -60'; // drift towards bottom
148 wishdir = normalize(wishvel);
149 wishspeed = vlen(wishvel);
150 if (wishspeed > sv_maxspeed*maxspd_mod)
151 wishspeed = sv_maxspeed*maxspd_mod;
152 wishspeed = wishspeed * 0.7;
155 self.velocity = self.velocity * (1 - frametime * sv_friction);
157 // water acceleration
158 f = wishspeed - (self.velocity * wishdir);
160 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
162 else if (time < self.ladder_time)
164 // on a func_ladder or swimming in func_water
165 self.flags = self.flags - (self.flags & FL_ONGROUND);
167 self.velocity = self.velocity * (1 - frametime * sv_friction);
168 makevectors(self.v_angle);
169 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
170 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
172 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
174 self.velocity_z = self.velocity_z + sv_gravity * frametime;
175 if (self.ladder_entity.classname == "func_water")
178 if (f > self.ladder_entity.speed)
179 wishvel = wishvel * (self.ladder_entity.speed / f);
181 self.watertype = self.ladder_entity.skin;
182 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
183 if ((self.origin_z + self.view_ofs_z) < f)
185 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
187 else if ((self.origin_z + self.mins_z + 1) < f)
192 self.watertype = CONTENT_EMPTY;
196 wishdir = normalize(wishvel);
197 wishspeed = vlen(wishvel);
198 if (wishspeed > sv_maxspeed)
199 wishspeed = sv_maxspeed;
200 if (time >= self.teleport_time)
202 f = wishspeed - (self.velocity * wishdir);
204 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
207 else if (self.flags & FL_ONGROUND)
211 makevectors(self.v_angle_y * '0 1 0');
212 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
215 friction = sv_friction;
216 if ((self.flags & FL_JUMPRELEASED) && self.button2)
217 friction = friction * cvar("sv_friction_factor_bunnyhopping");//0.4
219 if (self.velocity_x || self.velocity_y)
224 if (f < sv_stopspeed)
225 f = 1 - frametime * (sv_stopspeed / f) * friction;
227 f = 1 - frametime * friction;
229 self.velocity = self.velocity * f;
231 self.velocity = '0 0 0';
234 wishdir = normalize(wishvel);
235 wishspeed = vlen(wishvel);
236 if (wishspeed > sv_maxspeed*maxspd_mod)
237 wishspeed = sv_maxspeed*maxspd_mod;
239 wishspeed = wishspeed * 0.5;
240 if (time >= self.teleport_time)
242 f = wishspeed - (self.velocity * wishdir);
244 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
251 maxairspd = sv_maxairspeed*maxspd_mod;
252 airaccel = sv_accelerate*maxspd_mod;
256 maxairspd = sv_maxairspeed;
257 airaccel = sv_accelerate;
260 makevectors(self.v_angle_y * '0 1 0');
261 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
263 wishdir = normalize(wishvel);
264 wishspeed = vlen(wishvel);
265 if (wishspeed > maxairspd)
266 wishspeed = maxairspd;
268 wishspeed = wishspeed * 0.5;
269 if (time >= self.teleport_time)
271 f = wishspeed;// - (self.velocity * wishdir);
273 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);