10 .float swamp_slowdown;
13 void Nixnex_GiveCurrentWeapon();
14 void SV_PlayerPhysics()
16 local vector wishvel, wishdir, v;
17 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
20 Nixnex_GiveCurrentWeapon();
23 if (clienttype(self) == CLIENTTYPE_BOT)
25 if (self.bot_type == BOT_TYPE_MAUVEBOT || self.bot_type == BOT_TYPE_AUTOMAUVE)
27 else if (self.bot_type == BOT_TYPE_URREBOT || self.bot_type == BOT_TYPE_AUTOURRE)
31 if (self.movetype == MOVETYPE_NONE)
34 if (self.punchangle != '0 0 0')
36 f = vlen(self.punchangle) - 10 * frametime;
38 self.punchangle = normalize(self.punchangle) * f;
40 self.punchangle = '0 0 0';
43 if (self.punchvector != '0 0 0')
45 f = vlen(self.punchvector) - 30 * frametime;
47 self.punchvector = normalize(self.punchvector) * f;
49 self.punchvector = '0 0 0';
54 if(cvar("g_runematch"))
56 if(self.runes & RUNE_SPEED)
58 if(self.runes & CURSE_SLOW)
59 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
61 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
63 else if(self.runes & CURSE_SLOW)
65 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
69 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
71 maxspd_mod = cvar("g_balance_rune_speed_moverate");
76 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
80 spd = sv_maxspeed * maxspd_mod * swampspd_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)
210 makevectors(self.v_angle_y * '0 1 0');
211 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
213 if(!(self.lastflags & FL_ONGROUND))
215 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
216 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
219 if (self.velocity_x || self.velocity_y)
220 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
225 if (f < sv_stopspeed)
226 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
228 f = 1 - frametime * sv_friction;
230 self.velocity = self.velocity * f;
232 self.velocity = '0 0 0';
235 wishdir = normalize(wishvel);
236 wishspeed = vlen(wishvel);
237 if (wishspeed > sv_maxspeed*maxspd_mod)
238 wishspeed = sv_maxspeed*maxspd_mod;
240 wishspeed = wishspeed * 0.5;
241 if (time >= self.teleport_time)
243 f = wishspeed - (self.velocity * wishdir);
245 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
252 maxairspd = sv_maxairspeed*maxspd_mod;
253 airaccel = sv_accelerate*maxspd_mod;
257 maxairspd = sv_maxairspeed;
258 airaccel = sv_accelerate;
261 makevectors(self.v_angle_y * '0 1 0');
262 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
264 wishdir = normalize(wishvel);
265 wishspeed = vlen(wishvel);
266 if (wishspeed > maxairspd)
267 wishspeed = maxairspd;
269 wishspeed = wishspeed * 0.5;
270 if (time >= self.teleport_time)
272 f = wishspeed;// - (self.velocity * wishdir);
274 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
277 self.lastflags = self.flags;