10 .float swamp_slowdown;
12 void SV_PlayerPhysics()
14 local vector wishvel, wishdir, v;
15 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swapspd_mod;
19 if (clienttype(self) == CLIENTTYPE_BOT)
21 if (self.bottype == BOTTYPE_MAUVEBOT)
23 else if (self.bottype == BOTTYPE_URREBOT)
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 = maxspd_mod * cvar("g_balance_rune_speed_moverate");
71 if(self.in_swamp != 0) {
72 swapspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
76 spd = sv_maxspeed * maxspd_mod;
77 spd = sv_maxspeed * swapspd_mod;
83 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
84 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
85 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
86 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
88 temps = ftos(sv_accelerate * maxspd_mod);
89 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
92 // if dead, behave differently
99 self.angles_y = self.v_angle_y;
103 if (self.flags & FL_WATERJUMP )
105 self.velocity_x = self.movedir_x;
106 self.velocity_y = self.movedir_y;
107 if (time > self.teleport_time || self.waterlevel == 0)
109 self.flags = self.flags - (self.flags & FL_WATERJUMP);
110 self.teleport_time = 0;
113 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
115 // noclipping or flying
116 self.flags = self.flags - (self.flags & FL_ONGROUND);
118 self.velocity = self.velocity * (1 - frametime * sv_friction);
119 makevectors(self.v_angle);
120 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
121 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
123 wishdir = normalize(wishvel);
124 wishspeed = vlen(wishvel);
125 if (wishspeed > sv_maxspeed*maxspd_mod)
126 wishspeed = sv_maxspeed*maxspd_mod;
127 if (time >= self.teleport_time)
129 f = wishspeed - (self.velocity * wishdir);
131 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
134 else if (self.waterlevel >= 2)
137 self.flags = self.flags - (self.flags & FL_ONGROUND);
139 makevectors(self.v_angle);
140 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
141 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
142 if (wishvel == '0 0 0')
143 wishvel = '0 0 -60'; // drift towards bottom
145 wishdir = normalize(wishvel);
146 wishspeed = vlen(wishvel);
147 if (wishspeed > sv_maxspeed*maxspd_mod)
148 wishspeed = sv_maxspeed*maxspd_mod;
149 wishspeed = wishspeed * 0.7;
152 self.velocity = self.velocity * (1 - frametime * sv_friction);
154 // water acceleration
155 f = wishspeed - (self.velocity * wishdir);
157 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
159 else if (time < self.ladder_time)
161 // on a func_ladder or swimming in func_water
162 self.flags = self.flags - (self.flags & FL_ONGROUND);
164 self.velocity = self.velocity * (1 - frametime * sv_friction);
165 makevectors(self.v_angle);
166 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
167 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
169 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
171 self.velocity_z = self.velocity_z + sv_gravity * frametime;
172 if (self.ladder_entity.classname == "func_water")
175 if (f > self.ladder_entity.speed)
176 wishvel = wishvel * (self.ladder_entity.speed / f);
178 self.watertype = self.ladder_entity.skin;
179 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
180 if ((self.origin_z + self.view_ofs_z) < f)
182 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
184 else if ((self.origin_z + self.mins_z + 1) < f)
189 self.watertype = CONTENT_EMPTY;
193 wishdir = normalize(wishvel);
194 wishspeed = vlen(wishvel);
195 if (wishspeed > sv_maxspeed)
196 wishspeed = sv_maxspeed;
197 if (time >= self.teleport_time)
199 f = wishspeed - (self.velocity * wishdir);
201 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
204 else if (self.flags & FL_ONGROUND)
207 makevectors(self.v_angle_y * '0 1 0');
208 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
210 if (self.velocity_x || self.velocity_y)
215 if (f < sv_stopspeed)
216 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
218 f = 1 - frametime * sv_friction;
220 self.velocity = self.velocity * f;
222 self.velocity = '0 0 0';
225 wishdir = normalize(wishvel);
226 wishspeed = vlen(wishvel);
227 if (wishspeed > sv_maxspeed*maxspd_mod)
228 wishspeed = sv_maxspeed*maxspd_mod;
229 if (self.button5) // crouch
230 wishspeed = wishspeed * 0.5;
231 if (time >= self.teleport_time)
233 f = wishspeed - (self.velocity * wishdir);
235 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
242 maxairspd = sv_maxairspeed*maxspd_mod;
243 airaccel = sv_accelerate*maxspd_mod;
247 maxairspd = sv_maxairspeed;
248 airaccel = sv_accelerate;
251 makevectors(self.v_angle_y * '0 1 0');
252 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
254 wishdir = normalize(wishvel);
255 wishspeed = vlen(wishvel);
256 if (wishspeed > maxairspd)
257 wishspeed = maxairspd;
258 if (self.button5) // crouch
259 wishspeed = wishspeed * 0.5;
260 if (time >= self.teleport_time)
262 f = wishspeed;// - (self.velocity * wishdir);
264 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);