10 .float swamp_slowdown;
14 void Nixnex_GiveCurrentWeapon();
15 void SV_PlayerPhysics()
17 local vector wishvel, wishdir, v;
18 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
21 Nixnex_GiveCurrentWeapon();
24 if (clienttype(self) == CLIENTTYPE_BOT)
26 if (self.bot_type == BOT_TYPE_MAUVEBOT || self.bot_type == BOT_TYPE_AUTOMAUVE)
28 else if (self.bot_type == BOT_TYPE_URREBOT || self.bot_type == BOT_TYPE_AUTOURRE)
32 if (self.movetype == MOVETYPE_NONE)
35 if (self.punchangle != '0 0 0')
37 f = vlen(self.punchangle) - 10 * frametime;
39 self.punchangle = normalize(self.punchangle) * f;
41 self.punchangle = '0 0 0';
44 if (self.punchvector != '0 0 0')
46 f = vlen(self.punchvector) - 30 * frametime;
48 self.punchvector = normalize(self.punchvector) * f;
50 self.punchvector = '0 0 0';
55 if(cvar("g_runematch"))
57 if(self.runes & RUNE_SPEED)
59 if(self.runes & CURSE_SLOW)
60 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
62 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
64 else if(self.runes & CURSE_SLOW)
66 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
70 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
72 maxspd_mod = cvar("g_balance_rune_speed_moverate");
77 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
81 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
87 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
88 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
89 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
90 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
92 temps = ftos(sv_accelerate * maxspd_mod);
93 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
96 // if dead, behave differently
103 self.angles_y = self.v_angle_y;
107 if (self.flags & FL_WATERJUMP )
109 self.velocity_x = self.movedir_x;
110 self.velocity_y = self.movedir_y;
111 if (time > self.teleport_time || self.waterlevel == 0)
113 self.flags = self.flags - (self.flags & FL_WATERJUMP);
114 self.teleport_time = 0;
117 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
119 // noclipping or flying
120 self.flags = self.flags - (self.flags & FL_ONGROUND);
122 self.velocity = self.velocity * (1 - frametime * sv_friction);
123 makevectors(self.v_angle);
124 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
125 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
127 wishdir = normalize(wishvel);
128 wishspeed = vlen(wishvel);
129 if (wishspeed > sv_maxspeed*maxspd_mod)
130 wishspeed = sv_maxspeed*maxspd_mod;
131 if (time >= self.teleport_time)
133 f = wishspeed - (self.velocity * wishdir);
135 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
138 else if (self.waterlevel >= 2)
141 self.flags = self.flags - (self.flags & FL_ONGROUND);
143 makevectors(self.v_angle);
144 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
145 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
146 if (wishvel == '0 0 0')
147 wishvel = '0 0 -60'; // drift towards bottom
149 wishdir = normalize(wishvel);
150 wishspeed = vlen(wishvel);
151 if (wishspeed > sv_maxspeed*maxspd_mod)
152 wishspeed = sv_maxspeed*maxspd_mod;
153 wishspeed = wishspeed * 0.7;
156 self.velocity = self.velocity * (1 - frametime * sv_friction);
158 // water acceleration
159 f = wishspeed - (self.velocity * wishdir);
161 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
163 else if (time < self.ladder_time)
165 // on a func_ladder or swimming in func_water
166 self.flags = self.flags - (self.flags & FL_ONGROUND);
168 self.velocity = self.velocity * (1 - frametime * sv_friction);
169 makevectors(self.v_angle);
170 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
171 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
173 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
175 self.velocity_z = self.velocity_z + sv_gravity * frametime;
176 if (self.ladder_entity.classname == "func_water")
179 if (f > self.ladder_entity.speed)
180 wishvel = wishvel * (self.ladder_entity.speed / f);
182 self.watertype = self.ladder_entity.skin;
183 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
184 if ((self.origin_z + self.view_ofs_z) < f)
186 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
188 else if ((self.origin_z + self.mins_z + 1) < f)
193 self.watertype = CONTENT_EMPTY;
197 wishdir = normalize(wishvel);
198 wishspeed = vlen(wishvel);
199 if (wishspeed > sv_maxspeed)
200 wishspeed = sv_maxspeed;
201 if (time >= self.teleport_time)
203 f = wishspeed - (self.velocity * wishdir);
205 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
208 else if (self.flags & FL_ONGROUND)
211 makevectors(self.v_angle_y * '0 1 0');
212 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
214 if(!(self.lastflags & FL_ONGROUND))
216 if(cvar("speedmeter"))
217 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
218 if(self.lastground < time - 0.3)
219 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
222 if (self.velocity_x || self.velocity_y)
223 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
228 if (f < sv_stopspeed)
229 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
231 f = 1 - frametime * sv_friction;
233 self.velocity = self.velocity * f;
235 self.velocity = '0 0 0';
238 wishdir = normalize(wishvel);
239 wishspeed = vlen(wishvel);
240 if (wishspeed > sv_maxspeed*maxspd_mod)
241 wishspeed = sv_maxspeed*maxspd_mod;
243 wishspeed = wishspeed * 0.5;
244 if (time >= self.teleport_time)
246 f = wishspeed - (self.velocity * wishdir);
248 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
255 maxairspd = sv_maxairspeed*maxspd_mod;
256 airaccel = sv_accelerate*maxspd_mod;
260 maxairspd = sv_maxairspeed;
261 airaccel = sv_accelerate;
264 makevectors(self.v_angle_y * '0 1 0');
265 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
267 wishdir = normalize(wishvel);
268 wishspeed = vlen(wishvel);
269 if (wishspeed > maxairspd)
270 wishspeed = maxairspd;
272 wishspeed = wishspeed * 0.5;
273 if (time >= self.teleport_time)
275 f = wishspeed;// - (self.velocity * wishdir);
277 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
281 if(self.flags & FL_ONGROUND)
282 self.lastground = time;
284 self.lastflags = self.flags;