11 void SV_PlayerPhysics()
13 local vector wishvel, wishdir, v;
14 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel;
19 if (self.movetype == MOVETYPE_NONE)
22 if (self.punchangle != '0 0 0')
24 f = vlen(self.punchangle) - 10 * frametime;
26 self.punchangle = normalize(self.punchangle) * f;
28 self.punchangle = '0 0 0';
31 if (self.punchvector != '0 0 0')
33 f = vlen(self.punchvector) - 30 * frametime;
35 self.punchvector = normalize(self.punchvector) * f;
37 self.punchvector = '0 0 0';
42 if(cvar("g_runematch"))
44 if(self.runes & RUNE_SPEED)
46 if(self.runes & CURSE_SLOW)
47 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
49 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
51 else if(self.runes & CURSE_SLOW)
53 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
57 spd = sv_maxspeed * maxspd_mod;
63 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
64 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
65 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
66 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
68 temps = ftos(sv_accelerate * maxspd_mod);
69 stuffcmd(self, strcat("cl_movement_accelerate ", temps));
72 // if dead, behave differently
79 self.angles_y = self.v_angle_y;
83 if (self.flags & FL_WATERJUMP )
85 self.velocity_x = self.movedir_x;
86 self.velocity_y = self.movedir_y;
87 if (time > self.teleport_time || self.waterlevel == 0)
89 self.flags = self.flags - (self.flags & FL_WATERJUMP);
90 self.teleport_time = 0;
93 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
95 // noclipping or flying
96 self.flags = self.flags - (self.flags & FL_ONGROUND);
98 self.velocity = self.velocity * (1 - frametime * sv_friction);
99 makevectors(self.v_angle);
100 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
101 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
103 wishdir = normalize(wishvel);
104 wishspeed = vlen(wishvel);
105 if (wishspeed > sv_maxspeed*maxspd_mod)
106 wishspeed = sv_maxspeed*maxspd_mod;
107 if (time >= self.teleport_time)
109 f = wishspeed - (self.velocity * wishdir);
111 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
114 else if (self.waterlevel >= 2)
117 self.flags = self.flags - (self.flags & FL_ONGROUND);
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;
122 if (wishvel == '0 0 0')
123 wishvel = '0 0 -60'; // drift towards bottom
125 wishdir = normalize(wishvel);
126 wishspeed = vlen(wishvel);
127 if (wishspeed > sv_maxspeed*maxspd_mod)
128 wishspeed = sv_maxspeed*maxspd_mod;
129 wishspeed = wishspeed * 0.7;
132 self.velocity = self.velocity * (1 - frametime * sv_friction);
134 // water acceleration
135 f = wishspeed - (self.velocity * wishdir);
137 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
139 else if (time < self.ladder_time)
141 // on a func_ladder or swimming in func_water
142 self.flags = self.flags - (self.flags & FL_ONGROUND);
144 self.velocity = self.velocity * (1 - frametime * sv_friction);
145 makevectors(self.v_angle);
146 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
147 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
149 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
151 self.velocity_z = self.velocity_z + sv_gravity * frametime;
152 if (self.ladder_entity.classname == "func_water")
155 if (f > self.ladder_entity.speed)
156 wishvel = wishvel * (self.ladder_entity.speed / f);
158 self.watertype = self.ladder_entity.skin;
159 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
160 if ((self.origin_z + self.view_ofs_z) < f)
162 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
164 else if ((self.origin_z + self.mins_z + 1) < f)
169 self.watertype = CONTENT_EMPTY;
173 wishdir = normalize(wishvel);
174 wishspeed = vlen(wishvel);
175 if (wishspeed > sv_maxspeed)
176 wishspeed = sv_maxspeed;
177 if (time >= self.teleport_time)
179 f = wishspeed - (self.velocity * wishdir);
181 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
184 else if (self.flags & FL_ONGROUND)
187 makevectors(self.v_angle_y * '0 1 0');
188 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
190 if (self.velocity_x || self.velocity_y)
195 if (f < sv_stopspeed)
196 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
198 f = 1 - frametime * sv_friction;
200 self.velocity = self.velocity * f;
202 self.velocity = '0 0 0';
205 wishdir = normalize(wishvel);
206 wishspeed = vlen(wishvel);
207 if (wishspeed > sv_maxspeed*maxspd_mod)
208 wishspeed = sv_maxspeed*maxspd_mod;
209 if (self.button5) // crouch
210 wishspeed = wishspeed * 0.5;
211 if (time >= self.teleport_time)
213 f = wishspeed - (self.velocity * wishdir);
215 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
222 maxairspd = sv_maxairspeed*maxspd_mod;
223 airaccel = sv_accelerate*maxspd_mod;
227 maxairspd = sv_maxairspeed;
228 airaccel = sv_accelerate;
231 makevectors(self.v_angle_y * '0 1 0');
232 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
234 wishdir = normalize(wishvel);
235 wishspeed = vlen(wishvel);
236 if (wishspeed > maxairspd)
237 wishspeed = maxairspd;
238 if (self.button5) // crouch
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, airaccel * frametime * wishspeed);