1 float lastclientthink, sv_maxspeed, sv_friction, sv_accelerate, sv_stopspeed;
2 float sv_edgefriction, cl_rollspeed, cl_divspeed, cl_rollangle;
5 // Highly optimized port of SV_ClientThink from engine code to QuakeC.
6 // No behavior changes! This code is much shorter and probably faster than
9 // note that darkplaces engine will call this function if it finds it,
10 // so modify for your own mods and enjoy...
12 // note also, this code uses some builtin functions from dpextensions.qc
13 // (included with darkplaces engine releases)
15 void SV_PlayerPhysics() {
16 local vector wishvel, wishdir, v;
17 local float wishspeed, f;
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 dead, behave differently
35 if (time != lastclientthink)
37 lastclientthink = time;
38 sv_maxspeed = cvar("sv_maxspeed");
39 sv_friction = cvar("sv_friction");
40 sv_accelerate = cvar("sv_accelerate");
41 sv_stopspeed = cvar("sv_stopspeed");
42 sv_edgefriction = cvar("edgefriction");
43 // LordHavoc: this * 4 is an optimization
44 cl_rollangle = cvar("cl_rollangle") * 4;
45 // LordHavoc: this 1 / is an optimization
46 cl_divspeed = 1 / cvar("cl_rollspeed");
49 // show 1/3 the pitch angle and all the roll angle
50 self.angles_z = bound(-1, self.velocity * v_right * cl_divspeed, 1) * cl_rollangle;
53 self.angles_x = (self.v_angle_x + self.punchangle_x) * -0.333;
54 self.angles_y = self.v_angle_y + self.punchangle_y;
57 if (self.flags & FL_WATERJUMP )
59 self.velocity_x = self.movedir_x;
60 self.velocity_y = self.movedir_y;
61 if (time > self.teleport_time || self.waterlevel == 0)
63 self.flags = self.flags - (self.flags & FL_WATERJUMP);
64 self.teleport_time = 0;
69 makevectors(self.v_angle);
72 if (self.waterlevel >= 2)
73 if (self.movetype != MOVETYPE_NOCLIP)
75 if (self.movement == '0 0 0')
76 wishvel = '0 0 -60'; // drift towards bottom
78 wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
80 wishspeed = vlen(wishvel);
81 if (wishspeed > sv_maxspeed)
82 wishspeed = sv_maxspeed * 0.7;
84 wishspeed = wishspeed * 0.7;
87 if (self.velocity != '0 0 0')
89 f = vlen(self.velocity) * (1 - frametime * sv_friction);
91 self.velocity = normalize(self.velocity) * f;
93 self.velocity = '0 0 0';
102 f = min(wishspeed - f, sv_accelerate * wishspeed * frametime);
103 self.velocity = self.velocity + normalize(wishvel) * f;
107 // hack to not let you back into teleporter
108 if (time < self.teleport_time && self.movement_x < 0)
109 wishvel = v_right * self.movement_y;
111 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
113 if (self.movetype != MOVETYPE_WALK)
114 wishvel_z = self.movement_z;
118 wishdir = normalize(wishvel);
119 wishspeed = vlen(wishvel);
120 if (wishspeed > sv_maxspeed)
121 wishspeed = sv_maxspeed;
122 if (self.flags & FL_ONGROUND) {
123 wishspeed=wishspeed+wishspeed*(1);
126 if (self.movetype == MOVETYPE_NOCLIP) // noclip
127 self.velocity = wishdir * wishspeed;
128 else if (self.flags & FL_ONGROUND) // walking
131 if (self.velocity_x || self.velocity_y)
137 // if the leading edge is over a dropoff, increase friction
138 v = self.origin + normalize(v) * 16 + '0 0 1' * self.mins_z;
140 traceline(v, v + '0 0 -34', TRUE, self);
143 if (trace_fraction == 1.0)
145 if (f < sv_stopspeed)
146 f = 1 - frametime * (sv_stopspeed / f) * sv_friction * sv_edgefriction;
148 f = 1 - frametime * sv_friction * sv_edgefriction;
152 if (f < sv_stopspeed)
153 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
155 f = 1 - frametime * sv_friction;
159 self.velocity = '0 0 0';
161 self.velocity = self.velocity * f;
165 f = wishspeed - (self.velocity * wishdir);
167 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
172 f = wishspeed - (self.velocity * wishdir);
174 f = 30 - (self.velocity * wishdir);
176 self.velocity = self.velocity + wishdir * (min(f, sv_accelerate) * wishspeed * frametime);