11 void SV_PlayerPhysics()
13 local vector wishvel, wishdir, v;
14 local float wishspeed, f;
16 if (self.movetype == MOVETYPE_NONE)
19 if (self.punchangle != '0 0 0')
21 f = vlen(self.punchangle) - 10 * frametime;
23 self.punchangle = normalize(self.punchangle) * f;
25 self.punchangle = '0 0 0';
28 if (self.punchvector != '0 0 0')
30 f = vlen(self.punchvector) - 30 * frametime;
32 self.punchvector = normalize(self.punchvector) * f;
34 self.punchvector = '0 0 0';
37 // if dead, behave differently
44 self.angles_y = self.v_angle_y;
48 if (self.flags & FL_WATERJUMP )
50 self.velocity_x = self.movedir_x;
51 self.velocity_y = self.movedir_y;
52 if (time > self.teleport_time || self.waterlevel == 0)
54 self.flags = self.flags - (self.flags & FL_WATERJUMP);
55 self.teleport_time = 0;
58 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
60 // noclipping or flying
61 self.velocity = self.velocity * (1 - frametime * sv_friction);
62 makevectors(self.v_angle);
63 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
64 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
66 wishdir = normalize(wishvel);
67 wishspeed = vlen(wishvel);
68 if (wishspeed > sv_maxspeed)
69 wishspeed = sv_maxspeed;
70 if (time >= self.teleport_time)
72 f = wishspeed - (self.velocity * wishdir);
74 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
77 else if (self.waterlevel >= 2)
80 makevectors(self.v_angle);
81 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
82 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
83 if (wishvel == '0 0 0')
84 wishvel = '0 0 -60'; // drift towards bottom
86 wishdir = normalize(wishvel);
87 wishspeed = vlen(wishvel);
88 if (wishspeed > sv_maxspeed)
89 wishspeed = sv_maxspeed;
90 wishspeed = wishspeed * 0.7;
93 self.velocity = self.velocity * (1 - frametime * sv_friction);
96 f = wishspeed - (self.velocity * wishdir);
98 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
100 else if (time < self.ladder_time)
102 // on a func_ladder or swimming in func_water
103 self.velocity = self.velocity * (1 - frametime * sv_friction);
104 makevectors(self.v_angle);
105 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
106 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
108 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
110 self.velocity_z = self.velocity_z + sv_gravity * frametime;
111 if (self.ladder_entity.classname == "func_water")
114 if (f > self.ladder_entity.speed)
115 wishvel = wishvel * (self.ladder_entity.speed / f);
117 self.watertype = self.ladder_entity.skin;
118 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
119 if ((self.origin_z + self.view_ofs_z) < f)
121 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
123 else if ((self.origin_z + self.mins_z + 1) < f)
128 self.watertype = CONTENT_EMPTY;
132 wishdir = normalize(wishvel);
133 wishspeed = vlen(wishvel);
134 if (wishspeed > sv_maxspeed)
135 wishspeed = sv_maxspeed;
136 if (time >= self.teleport_time)
138 f = wishspeed - (self.velocity * wishdir);
140 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
143 else if (self.flags & FL_ONGROUND)
146 makevectors(self.v_angle_y * '0 1 0');
147 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
149 if (self.velocity_x || self.velocity_y)
154 if (f < sv_stopspeed)
155 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
157 f = 1 - frametime * sv_friction;
159 self.velocity = self.velocity * f;
161 self.velocity = '0 0 0';
164 wishdir = normalize(wishvel);
165 wishspeed = vlen(wishvel);
166 if (wishspeed > sv_maxspeed)
167 wishspeed = sv_maxspeed;
168 if (self.button5) // crouch
169 wishspeed = wishspeed * 0.5;
170 if (time >= self.teleport_time)
172 f = wishspeed - (self.velocity * wishdir);
174 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
180 makevectors(self.v_angle_y * '0 1 0');
181 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
183 wishdir = normalize(wishvel);
184 wishspeed = vlen(wishvel);
185 if (wishspeed > sv_maxairspeed)
186 wishspeed = sv_maxairspeed;
187 if (self.button5) // crouch
188 wishspeed = wishspeed * 0.5;
189 if (time >= self.teleport_time)
191 f = wishspeed;// - (self.velocity * wishdir);
193 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);