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 if (clienttype(self) == CLIENTTYPE_BOT)
24 if (self.movetype == MOVETYPE_NONE)
27 if (self.punchangle != '0 0 0')
29 f = vlen(self.punchangle) - 10 * frametime;
31 self.punchangle = normalize(self.punchangle) * f;
33 self.punchangle = '0 0 0';
36 if (self.punchvector != '0 0 0')
38 f = vlen(self.punchvector) - 30 * frametime;
40 self.punchvector = normalize(self.punchvector) * f;
42 self.punchvector = '0 0 0';
47 if(cvar("g_runematch"))
49 if(self.runes & RUNE_SPEED)
51 if(self.runes & CURSE_SLOW)
52 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
54 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
56 else if(self.runes & CURSE_SLOW)
58 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
62 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
64 maxspd_mod = cvar("g_balance_rune_speed_moverate");
69 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
73 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
79 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
80 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
81 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
82 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
84 temps = ftos(sv_accelerate * maxspd_mod);
85 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
88 // if dead, behave differently
95 self.angles_y = self.v_angle_y;
99 if (self.flags & FL_WATERJUMP )
101 self.velocity_x = self.movedir_x;
102 self.velocity_y = self.movedir_y;
103 if (time > self.teleport_time || self.waterlevel == 0)
105 self.flags = self.flags - (self.flags & FL_WATERJUMP);
106 self.teleport_time = 0;
109 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
111 // noclipping or flying
112 self.flags = self.flags - (self.flags & FL_ONGROUND);
114 self.velocity = self.velocity * (1 - frametime * sv_friction);
115 makevectors(self.v_angle);
116 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
117 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
119 wishdir = normalize(wishvel);
120 wishspeed = vlen(wishvel);
121 if (wishspeed > sv_maxspeed*maxspd_mod)
122 wishspeed = sv_maxspeed*maxspd_mod;
123 if (time >= self.teleport_time)
125 f = wishspeed - (self.velocity * wishdir);
127 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
130 else if (self.waterlevel >= 2)
133 self.flags = self.flags - (self.flags & FL_ONGROUND);
135 makevectors(self.v_angle);
136 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
137 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
138 if (wishvel == '0 0 0')
139 wishvel = '0 0 -60'; // drift towards bottom
141 wishdir = normalize(wishvel);
142 wishspeed = vlen(wishvel);
143 if (wishspeed > sv_maxspeed*maxspd_mod)
144 wishspeed = sv_maxspeed*maxspd_mod;
145 wishspeed = wishspeed * 0.7;
148 self.velocity = self.velocity * (1 - frametime * sv_friction);
150 // water acceleration
151 f = wishspeed - (self.velocity * wishdir);
153 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
155 else if (time < self.ladder_time)
157 // on a func_ladder or swimming in func_water
158 self.flags = self.flags - (self.flags & FL_ONGROUND);
160 self.velocity = self.velocity * (1 - frametime * sv_friction);
161 makevectors(self.v_angle);
162 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
163 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
165 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
167 self.velocity_z = self.velocity_z + sv_gravity * frametime;
168 if (self.ladder_entity.classname == "func_water")
171 if (f > self.ladder_entity.speed)
172 wishvel = wishvel * (self.ladder_entity.speed / f);
174 self.watertype = self.ladder_entity.skin;
175 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
176 if ((self.origin_z + self.view_ofs_z) < f)
178 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
180 else if ((self.origin_z + self.mins_z + 1) < f)
185 self.watertype = CONTENT_EMPTY;
189 wishdir = normalize(wishvel);
190 wishspeed = vlen(wishvel);
191 if (wishspeed > sv_maxspeed)
192 wishspeed = sv_maxspeed;
193 if (time >= self.teleport_time)
195 f = wishspeed - (self.velocity * wishdir);
197 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
200 else if (self.flags & FL_ONGROUND)
203 makevectors(self.v_angle_y * '0 1 0');
204 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
206 if(!(self.lastflags & FL_ONGROUND))
208 if(cvar("speedmeter"))
209 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
210 if(self.lastground < time - 0.3)
211 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
214 if (self.velocity_x || self.velocity_y)
215 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
220 if (f < sv_stopspeed)
221 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
223 f = 1 - frametime * sv_friction;
225 self.velocity = self.velocity * f;
227 self.velocity = '0 0 0';
230 wishdir = normalize(wishvel);
231 wishspeed = vlen(wishvel);
232 if (wishspeed > sv_maxspeed*maxspd_mod)
233 wishspeed = sv_maxspeed*maxspd_mod;
235 wishspeed = wishspeed * 0.5;
236 if (time >= self.teleport_time)
238 f = wishspeed - (self.velocity * wishdir);
240 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
247 maxairspd = sv_maxairspeed*maxspd_mod;
248 airaccel = sv_accelerate*maxspd_mod;
252 maxairspd = sv_maxairspeed;
253 airaccel = sv_accelerate;
256 makevectors(self.v_angle_y * '0 1 0');
257 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
259 wishdir = normalize(wishvel);
260 wishspeed = vlen(wishvel);
261 if (wishspeed > maxairspd)
262 wishspeed = maxairspd;
264 wishspeed = wishspeed * 0.5;
265 if (time >= self.teleport_time)
267 if(cvar("sv_physicsdiv0"))
272 vel_straight = self.velocity * wishdir;
273 vel_z = self.velocity_z;
274 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
276 f = wishspeed - vel_straight;
278 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed);
280 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * cvar("sv_physicsdiv0_friction"));
282 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
286 f = wishspeed;// - (self.velocity * wishdir);
288 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
293 if(self.flags & FL_ONGROUND)
294 self.lastground = time;
296 self.lastflags = self.flags;