]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/cl_physics.c
Bunnyhopping now controllable to more closely match 1.5's physics;
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_physics.c
1 float sv_accelerate;
2 float sv_maxairspeed;
3 float sv_friction;
4 float sv_maxspeed;
5 float sv_stopspeed;
6 float sv_gravity;
7 .float ladder_time;
8 .entity ladder_entity;
9 .float gravity;
10 .float swamp_slowdown;
11
12 void Nixnex_GiveCurrentWeapon();
13 void SV_PlayerPhysics()
14 {
15         local vector wishvel, wishdir, v;
16         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swapspd_mod;
17         string temps;
18
19         Nixnex_GiveCurrentWeapon();
20
21         // MauveBot_AI();
22         if (clienttype(self) == CLIENTTYPE_BOT)
23         {
24                 if (self.bot_type == BOT_TYPE_MAUVEBOT || self.bot_type == BOT_TYPE_AUTOMAUVE)
25                         MauveBot_AI();
26                 else if (self.bot_type == BOT_TYPE_URREBOT || self.bot_type == BOT_TYPE_AUTOURRE)
27                         UrreBotThink();
28         }
29
30         if (self.movetype == MOVETYPE_NONE)
31                 return;
32
33         if (self.punchangle != '0 0 0')
34         {
35                 f = vlen(self.punchangle) - 10 * frametime;
36                 if (f > 0)
37                         self.punchangle = normalize(self.punchangle) * f;
38                 else
39                         self.punchangle = '0 0 0';
40         }
41
42         if (self.punchvector != '0 0 0')
43         {
44                 f = vlen(self.punchvector) - 30 * frametime;
45                 if (f > 0)
46                         self.punchvector = normalize(self.punchvector) * f;
47                 else
48                         self.punchvector = '0 0 0';
49         }
50
51         maxspd_mod = 1;
52
53         if(cvar("g_runematch"))
54         {
55                 if(self.runes & RUNE_SPEED)
56                 {
57                         if(self.runes & CURSE_SLOW)
58                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
59                         else
60                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
61                 }
62                 else if(self.runes & CURSE_SLOW)
63                 {
64                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
65                 }
66         }
67
68         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
69         {
70                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
71         }
72
73         swapspd_mod = 1;
74         if(self.in_swamp != 0) {
75                 swapspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
76         }
77
78
79         spd = sv_maxspeed * maxspd_mod;
80         spd = sv_maxspeed * swapspd_mod;
81
82         if(self.speed != spd)
83         {
84                 self.speed = spd;
85                 temps = ftos(spd);
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"));
90
91                 temps = ftos(sv_accelerate * maxspd_mod);
92                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
93         }
94
95         // if dead, behave differently
96         if (self.deadflag)
97                 return;
98
99         if (!self.fixangle)
100         {
101                 self.angles_x = 0;
102                 self.angles_y = self.v_angle_y;
103                 self.angles_z = 0;
104         }
105
106         if (self.flags & FL_WATERJUMP )
107         {
108                 self.velocity_x = self.movedir_x;
109                 self.velocity_y = self.movedir_y;
110                 if (time > self.teleport_time || self.waterlevel == 0)
111                 {
112                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
113                         self.teleport_time = 0;
114                 }
115         }
116         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
117         {
118                 // noclipping or flying
119                 self.flags = self.flags - (self.flags & FL_ONGROUND);
120
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;
125                 // acceleration
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)
131                 {
132                         f = wishspeed - (self.velocity * wishdir);
133                         if (f > 0)
134                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
135                 }
136         }
137         else if (self.waterlevel >= 2)
138         {
139                 // swimming
140                 self.flags = self.flags - (self.flags & FL_ONGROUND);
141
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
147
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;
153
154                 // water friction
155                 self.velocity = self.velocity * (1 - frametime * sv_friction);
156
157                 // water acceleration
158                 f = wishspeed - (self.velocity * wishdir);
159                 if (f > 0)
160                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
161         }
162         else if (time < self.ladder_time)
163         {
164                 // on a func_ladder or swimming in func_water
165                 self.flags = self.flags - (self.flags & FL_ONGROUND);
166
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;
171                 if (self.gravity)
172                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
173                 else
174                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
175                 if (self.ladder_entity.classname == "func_water")
176                 {
177                         f = vlen(wishvel);
178                         if (f > self.ladder_entity.speed)
179                                 wishvel = wishvel * (self.ladder_entity.speed / f);
180
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)
184                                 self.waterlevel = 3;
185                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
186                                 self.waterlevel = 2;
187                         else if ((self.origin_z + self.mins_z + 1) < f)
188                                 self.waterlevel = 1;
189                         else
190                         {
191                                 self.waterlevel = 0;
192                                 self.watertype = CONTENT_EMPTY;
193                         }
194                 }
195                 // acceleration
196                 wishdir = normalize(wishvel);
197                 wishspeed = vlen(wishvel);
198                 if (wishspeed > sv_maxspeed)
199                         wishspeed = sv_maxspeed;
200                 if (time >= self.teleport_time)
201                 {
202                         f = wishspeed - (self.velocity * wishdir);
203                         if (f > 0)
204                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
205                 }
206         }
207         else if (self.flags & FL_ONGROUND)
208         {
209                 float friction;
210                 // walking
211                 makevectors(self.v_angle_y * '0 1 0');
212                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
213
214                 // friction
215                 friction = sv_friction;
216                 if ((self.flags & FL_JUMPRELEASED) && self.button2)
217                         friction = friction * cvar("sv_friction_factor_bunnyhopping");//0.4
218
219                 if (self.velocity_x || self.velocity_y)
220                 {
221                         v = self.velocity;
222                         v_z = 0;
223                         f = vlen(v);
224                         if (f < sv_stopspeed)
225                                 f = 1 - frametime * (sv_stopspeed / f) * friction;
226                         else
227                                 f = 1 - frametime * friction;
228                         if (f > 0)
229                                 self.velocity = self.velocity * f;
230                         else
231                                 self.velocity = '0 0 0';
232                 }
233                 // acceleration
234                 wishdir = normalize(wishvel);
235                 wishspeed = vlen(wishvel);
236                 if (wishspeed > sv_maxspeed*maxspd_mod)
237                         wishspeed = sv_maxspeed*maxspd_mod;
238                 if (self.crouch)
239                         wishspeed = wishspeed * 0.5;
240                 if (time >= self.teleport_time)
241                 {
242                         f = wishspeed - (self.velocity * wishdir);
243                         if (f > 0)
244                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
245                 }
246         }
247         else
248         {
249                 if(maxspd_mod < 1)
250                 {
251                         maxairspd = sv_maxairspeed*maxspd_mod;
252                         airaccel = sv_accelerate*maxspd_mod;
253                 }
254                 else
255                 {
256                         maxairspd = sv_maxairspeed;
257                         airaccel = sv_accelerate;
258                 }
259                 // airborn
260                 makevectors(self.v_angle_y * '0 1 0');
261                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
262                 // acceleration
263                 wishdir = normalize(wishvel);
264                 wishspeed = vlen(wishvel);
265                 if (wishspeed > maxairspd)
266                         wishspeed = maxairspd;
267                 if (self.crouch)
268                         wishspeed = wishspeed * 0.5;
269                 if (time >= self.teleport_time)
270                 {
271                         f = wishspeed;// - (self.velocity * wishdir);
272                         if (f > 0)
273                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
274                 }
275         }
276 };