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fix ballistic bullet compression
[divverent/nexuiz.git] / data / qcsrc / server / cl_physics.qc
1 .float race_penalty;
2 .float restart_jump;
3
4 float sv_accelerate;
5 float sv_friction;
6 float sv_maxspeed;
7 float sv_airaccelerate;
8 float sv_maxairspeed;
9 float sv_stopspeed;
10 float sv_gravity;
11 float sv_airaccel_sideways_friction;
12 float sv_airaccel_qw;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_aircontrol;
17 float sv_warsowbunny_airforwardaccel;
18 float sv_warsowbunny_accel;
19 float sv_warsowbunny_topspeed;
20 float sv_warsowbunny_turnaccel;
21 float sv_warsowbunny_backtosideratio;
22
23 .float ladder_time;
24 .entity ladder_entity;
25 .float gravity;
26 .float swamp_slowdown;
27 .float lastflags;
28 .float lastground;
29 .float wasFlying;
30 .float spectatorspeed;
31
32 #define SHTEST_DELTA 10
33 #define SHTEST_THRESHOLD 1.1
34 .float shtest_next;
35 .float shtest_accumulator;
36 .float doublejump_nextjumptime;
37
38 /*
39 =============
40 PlayerJump
41
42 When you press the jump key
43 =============
44 */
45 void PlayerJump (void)
46 {
47         float mjumpheight;
48
49         mjumpheight = cvar("sv_jumpvelocity");
50         if (self.waterlevel >= WATERLEVEL_SWIMMING)
51         {
52                 if (self.watertype == CONTENT_WATER)
53                         self.velocity_z = 200;
54                 else if (self.watertype == CONTENT_SLIME)
55                         self.velocity_z = 80;
56                 else
57                         self.velocity_z = 50;
58
59                 return;
60         }
61
62         if (!(self.flags & FL_ONGROUND))
63                 return;
64
65         if(!sv_pogostick)
66                 if (!(self.flags & FL_JUMPRELEASED))
67                         return;
68
69         if(self.health <= g_bloodloss)
70                 return;
71
72         if(sv_doublejump)
73                 if(time < self.doublejump_nextjumptime)
74                         return;
75
76         if(g_runematch)
77         {
78                 if(self.runes & RUNE_SPEED)
79                 {
80                         if(self.runes & CURSE_SLOW)
81                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
82                         else
83                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
84                 }
85                 else if(self.runes & CURSE_SLOW)
86                 {
87                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
88                 }
89         }
90
91         if(g_minstagib && (self.items & IT_INVINCIBLE))
92         {
93                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
94         }
95
96         if(!(self.lastflags & FL_ONGROUND))
97         {
98                 if(cvar("speedmeter"))
99                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
100                 if(self.lastground < time - 0.3)
101                         self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
102                 if(self.jumppadcount > 1)
103                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
104                 self.jumppadcount = 0;
105         }
106
107         self.velocity_z = self.velocity_z + mjumpheight;
108         self.oldvelocity_z = self.velocity_z;
109
110         self.flags &~= FL_ONGROUND;
111         self.flags &~= FL_JUMPRELEASED;
112
113         if (self.crouch)
114                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
115         else
116                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
117
118         if(g_jump_grunt)
119                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
120
121         if(sv_doublejump)
122         {
123                 // we're moving upwards at self.velocity_z
124                 // only allow jumping after we got 3 units upwards
125                 // so we for sure leave the FL_ONGROUND check
126                 //
127                 // but as this sucks because of factoring in gravity, we'll just do it
128                 // for 4 units, and constant velocity
129                 self.doublejump_nextjumptime = time + 4 / max(40, self.velocity_z); // max 0.1s blocking of jumps
130         }
131
132         self.restart_jump = -1; // restart jump anim next time
133         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
134 }
135
136 void CheckWaterJump()
137 {
138         local vector start, end;
139
140 // check for a jump-out-of-water
141         makevectors (self.angles);
142         start = self.origin;
143         start_z = start_z + 8;
144         v_forward_z = 0;
145         normalize(v_forward);
146         end = start + v_forward*24;
147         traceline (start, end, TRUE, self);
148         if (trace_fraction < 1)
149         {       // solid at waist
150                 start_z = start_z + self.maxs_z - 8;
151                 end = start + v_forward*24;
152                 self.movedir = trace_plane_normal * -50;
153                 traceline (start, end, TRUE, self);
154                 if (trace_fraction == 1)
155                 {       // open at eye level
156                         self.flags |= FL_WATERJUMP;
157                         self.velocity_z = 225;
158                         self.flags &~= FL_JUMPRELEASED;
159                         self.teleport_time = time + 2;  // safety net
160                         return;
161                 }
162         }
163 };
164
165 float racecar_angle(float forward, float down)
166 {
167         float ret, angle_mult;
168
169         if(forward < 0)
170         {
171                 forward = -forward;
172                 down = -down;
173         }
174
175         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
176
177         angle_mult = forward / (800 + forward);
178
179         if(ret > 180)
180                 return ret * angle_mult + 360 * (1 - angle_mult);
181         else
182                 return ret * angle_mult;
183 }
184
185 void RaceCarPhysics()
186 {
187         // using this move type for "big rigs"
188         // the engine does not push the entity!
189
190         float accel, steer, f;
191         vector angles_save, rigvel;
192
193         angles_save = self.angles;
194         accel = bound(-1, self.movement_x / sv_maxspeed, 1);
195         steer = bound(-1, self.movement_y / sv_maxspeed, 1);
196
197         if(g_bugrigs_reverse_speeding)
198         {
199                 if(accel < 0)
200                 {
201                         // back accel is DIGITAL
202                         // to prevent speedhack
203                         if(accel < -0.5)
204                                 accel = -1;
205                         else
206                                 accel = 0;
207                 }
208         }
209
210         self.angles_x = 0;
211         self.angles_z = 0;
212         makevectors(self.angles); // new forward direction!
213
214         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
215         {
216                 float myspeed, upspeed, steerfactor, accelfactor;
217
218                 myspeed = self.velocity * v_forward;
219                 upspeed = self.velocity * v_up;
220
221                 // responsiveness factor for steering and acceleration
222                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
223                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
224
225                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
226                         steerfactor = -myspeed * g_bugrigs_steer;
227                 else
228                         steerfactor = -myspeed * f * g_bugrigs_steer;
229
230                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
231                         accelfactor = g_bugrigs_accel;
232                 else
233                         accelfactor = f * g_bugrigs_accel;
234                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
235
236                 if(accel < 0)
237                 {
238                         if(myspeed > 0)
239                         {
240                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
241                         }
242                         else
243                         {
244                                 if(!g_bugrigs_reverse_speeding)
245                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
246                         }
247                 }
248                 else
249                 {
250                         if(myspeed >= 0)
251                         {
252                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
253                         }
254                         else
255                         {
256                                 if(g_bugrigs_reverse_stopping)
257                                         myspeed = 0;
258                                 else
259                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
260                         }
261                 }
262                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
263                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
264
265                 self.angles_y += steer * frametime * steerfactor; // apply steering
266                 makevectors(self.angles); // new forward direction!
267
268                 myspeed += accel * accelfactor * frametime;
269
270                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
271         }
272         else
273         {
274                 myspeed = vlen(self.velocity);
275
276                 // responsiveness factor for steering and acceleration
277                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
278                 steerfactor = -myspeed * f;
279                 self.angles_y += steer * frametime * steerfactor; // apply steering
280
281                 rigvel = self.velocity;
282                 makevectors(self.angles); // new forward direction!
283         }
284
285         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
286         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
287         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
288         //MAXIMA: solve(total_acceleration(v) = 0, v);
289
290         if(g_bugrigs_planar_movement)
291         {
292                 vector rigvel_xy, neworigin, up;
293                 float mt;
294
295                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
296                 rigvel_xy = rigvel;
297                 rigvel_xy_z = 0;
298
299                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
300                         mt = MOVE_NORMAL;
301                 else
302                         mt = MOVE_NOMONSTERS;
303
304                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
305                 up = trace_endpos - self.origin;
306
307                 // BUG RIGS: align the move to the surface instead of doing collision testing
308                 // can we move?
309                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
310
311                 // align to surface
312                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
313
314                 if(trace_fraction < 0.5)
315                 {
316                         trace_fraction = 1;
317                         neworigin = self.origin;
318                 }
319                 else
320                         neworigin = trace_endpos;
321
322                 if(trace_fraction < 1)
323                 {
324                         // now set angles_x so that the car points parallel to the surface
325                         self.angles = vectoangles(
326                                         '1 0 0' * v_forward_x * trace_plane_normal_z
327                                         +
328                                         '0 1 0' * v_forward_y * trace_plane_normal_z
329                                         +
330                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
331                                         );
332                         self.flags |= FL_ONGROUND;
333                 }
334                 else
335                 {
336                         // now set angles_x so that the car points forward, but is tilted in velocity direction
337                         self.flags &~= FL_ONGROUND;
338                 }
339
340                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
341                 self.movetype = MOVETYPE_NOCLIP;
342         }
343         else
344         {
345                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
346                 self.velocity = rigvel;
347                 self.movetype = MOVETYPE_FLY;
348         }
349
350         trace_fraction = 1;
351         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
352         if(trace_fraction != 1)
353         {
354                 self.angles = vectoangles2(
355                                 '1 0 0' * v_forward_x * trace_plane_normal_z
356                                 +
357                                 '0 1 0' * v_forward_y * trace_plane_normal_z
358                                 +
359                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
360                                 trace_plane_normal
361                                 );
362         }
363         else
364         {
365                 vector vel_local;
366
367                 vel_local_x = v_forward * self.velocity;
368                 vel_local_y = v_right * self.velocity;
369                 vel_local_z = v_up * self.velocity;
370
371                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
372                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
373         }
374
375         // smooth the angles
376         vector vf1, vu1, smoothangles;
377         makevectors(self.angles);
378         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
379         if(f == 0)
380                 f = 1;
381         vf1 = v_forward * f;
382         vu1 = v_up * f;
383         makevectors(angles_save);
384         vf1 = vf1 + v_forward * (1 - f);
385         vu1 = vu1 + v_up * (1 - f);
386         smoothangles = vectoangles2(vf1, vu1);
387         self.angles_x = -smoothangles_x;
388         self.angles_z =  smoothangles_z;
389 }
390
391 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
392 {
393         float zspeed, xyspeed, dot, k;
394
395         if(self.movement_x == 0 || self.movement_y != 0)
396                 return; // can't control movement if not moving forward or backward
397
398         zspeed = self.velocity_z;
399         self.velocity_z = 0;
400         xyspeed = vlen(self.velocity);
401         self.velocity = normalize(self.velocity);
402
403         dot = self.velocity * wishdir;
404         k = 32;
405         k *= sv_aircontrol*dot*dot*frametime;
406
407         if(dot > 0) // we can't change direction while slowing down
408                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
409
410         self.velocity = self.velocity * xyspeed;
411         self.velocity_z = zspeed;
412 }
413
414 void PM_Accelerate(vector wishdir, float wishspeed, float accel, float accelqw, float sidefric)
415 {
416         float vel_straight;
417         float vel_z;
418         vector vel_perpend;
419         float addspeed;
420
421         vel_straight = self.velocity * wishdir;
422         vel_z = self.velocity_z;
423         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
424
425         addspeed = wishspeed - vel_straight;
426         if(addspeed > 0)
427                 vel_straight = vel_straight + min(addspeed, accel * frametime * wishspeed) * accelqw;
428         if(wishspeed > 0)
429                 vel_straight = vel_straight + min(wishspeed, accel * frametime * wishspeed) * (1 - accelqw);
430
431         vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
432
433         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
434 }
435
436 void PM_AirAccelerate(vector wishdir, float wishspeed)
437 {
438         vector curvel, wishvel, acceldir, curdir;
439         float addspeed, accelspeed, curspeed, f;
440         float dot;
441
442         if(wishspeed == 0)
443                 return;
444
445         curvel = self.velocity;
446         curvel_z = 0;
447         curspeed = vlen(curvel);
448
449         if(wishspeed > curspeed * 1.01)
450         {
451                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
452         }
453         else
454         {
455                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
456                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
457         }
458         wishvel = wishdir * wishspeed;
459         acceldir = wishvel - curvel;
460         addspeed = vlen(acceldir);
461         acceldir = normalize(acceldir);
462
463         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
464
465         if(sv_warsowbunny_backtosideratio < 1)
466         {
467                 curdir = normalize(curvel);
468                 dot = acceldir * curdir;
469                 if(dot < 0)
470                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
471         }
472
473         self.velocity += accelspeed * acceldir;
474 }
475
476 .vector movement_old;
477 .float buttons_old;
478 .vector v_angle_old;
479 .string lastclassname;
480
481 void Nixnex_GiveCurrentWeapon();
482 .float() PlayerPhysplug;
483
484 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
485 .float specialcommand_pos;
486 void SpecialCommand()
487 {
488 #ifdef TETRIS
489         TetrisImpulse();
490 #else
491         if(sv_cheats || self.maycheat)
492                 self.impulse = 99;
493         else
494                 print("A hollow voice says \"Plugh\".\n");
495 #endif
496 }
497
498 void SV_PlayerPhysics()
499 {
500         local vector wishvel, wishdir, v;
501         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
502         string temps;
503         float buttons_prev;
504         float not_allowed_to_move;
505         string c;
506         
507         if(g_race || g_cts)
508         {
509                 // if record times matter
510                 // ensure nothing EVIL is being done (i.e. strafebot)
511                 // this hinders joystick users though
512                 // but it still gives SOME analog control
513                 // TODO implement this for engine cl_movement code too (basically, clipping to the four axes)
514                 wishvel_x = fabs(self.movement_x);
515                 wishvel_y = fabs(self.movement_y);
516                 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
517                 {
518                         wishvel_z = 0;
519                         wishspeed = vlen(wishvel);
520                         if(wishvel_x >= 2 * wishvel_y)
521                         {
522                                 // pure X motion
523                                 if(self.movement_x > 0)
524                                         self.movement_x = wishspeed;
525                                 else
526                                         self.movement_x = -wishspeed;
527                                 self.movement_y = 0;
528                         }
529                         else if(wishvel_y >= 2 * wishvel_x)
530                         {
531                                 // pure Y motion
532                                 self.movement_x = 0;
533                                 if(self.movement_y > 0)
534                                         self.movement_y = wishspeed;
535                                 else
536                                         self.movement_y = -wishspeed;
537                         }
538                         else
539                         {
540                                 // diagonal
541                                 if(self.movement_x > 0)
542                                         self.movement_x = 0.70710678118654752440 * wishspeed;
543                                 else
544                                         self.movement_x = -0.70710678118654752440 * wishspeed;
545                                 if(self.movement_y > 0)
546                                         self.movement_y = 0.70710678118654752440 * wishspeed;
547                                 else
548                                         self.movement_y = -0.70710678118654752440 * wishspeed;
549                         }
550                 }
551         }
552
553         self.race_movetime_frac += frametime;
554         f = floor(self.race_movetime_frac);
555         self.race_movetime_frac -= f;
556         self.race_movetime_count += f;
557         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
558
559         buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
560
561         if(!buttons)
562                 c = "x";
563         else if(buttons == 1)
564                 c = "1";
565         else if(buttons == 2)
566                 c = " ";
567         else if(buttons == 128)
568                 c = "s";
569         else if(buttons == 256)
570                 c = "w";
571         else if(buttons == 512)
572                 c = "a";
573         else if(buttons == 1024)
574                 c = "d";
575         else
576                 c = "?";
577
578         if(c == substring(specialcommand, self.specialcommand_pos, 1))
579         {
580                 self.specialcommand_pos += 1;
581                 if(self.specialcommand_pos >= strlen(specialcommand))
582                 {
583                         self.specialcommand_pos = 0;
584                         SpecialCommand();
585                         return;
586                 }
587         }
588         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
589                 self.specialcommand_pos = 0;
590         
591     if(self.PlayerPhysplug)
592         if(self.PlayerPhysplug())
593             return;
594
595         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
596         {
597                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
598                         self.parm_idlesince = time;
599         }
600         buttons_prev = self.buttons_old;
601         self.buttons_old = buttons;
602         self.movement_old = self.movement;
603         self.v_angle_old = self.v_angle;
604
605         if(time < self.nickspamtime)
606         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
607         {
608                 // slight annoyance for nick change scripts
609                 self.movement = -1 * self.movement;
610                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
611
612                 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
613                 {
614                         self.angles_x = random() * 360;
615                         self.angles_y = random() * 360;
616                         // at least I'm not forcing retardedview by also assigning to angles_z
617                         self.fixangle = 1;
618                 }
619         }
620
621         if(time > self.shtest_next)
622         {
623                 if(self.shtest_next > 0)
624                 {
625                         // self.shtest_accumulator:
626                         //   started at time - SHTEST_DELTA
627                         //   should be at SHTEST_DELTA
628                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
629                         if(shtest_score > SHTEST_THRESHOLD)
630                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
631                         else if(cvar("developer_shtest"))
632                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
633                 }
634                 self.shtest_next = time + SHTEST_DELTA;
635                 self.shtest_accumulator = 0;
636         }
637         self.shtest_accumulator += frametime;
638
639         if (clienttype(self) == CLIENTTYPE_BOT)
640                 bot_think();
641
642         self.items &~= IT_USING_JETPACK;
643
644         if(self.classname == "player")
645         {
646                 if(self.race_penalty)
647                         if(time > self.race_penalty)
648                                 self.race_penalty = 0;
649
650                 not_allowed_to_move = 0;
651                 if(self.race_penalty)
652                         not_allowed_to_move = 1;
653                 if(!cvar("sv_ready_restart_after_countdown"))
654                 if(time < game_starttime)
655                         not_allowed_to_move = 1;
656
657                 if(not_allowed_to_move)
658                 {
659                         self.velocity = '0 0 0';
660                         self.movetype = MOVETYPE_NONE;
661                         self.disableclientprediction = 2;
662                 }
663                 else if(self.disableclientprediction == 2)
664                 {
665                         if(self.movetype == MOVETYPE_NONE)
666                                 self.movetype = MOVETYPE_WALK;
667                         self.disableclientprediction = 0;
668                 }
669         }
670
671         if (self.movetype == MOVETYPE_NONE)
672                 return;
673
674         if (self.punchangle != '0 0 0')
675         {
676                 f = vlen(self.punchangle) - 10 * frametime;
677                 if (f > 0)
678                         self.punchangle = normalize(self.punchangle) * f;
679                 else
680                         self.punchangle = '0 0 0';
681         }
682
683         if (self.punchvector != '0 0 0')
684         {
685                 f = vlen(self.punchvector) - 30 * frametime;
686                 if (f > 0)
687                         self.punchvector = normalize(self.punchvector) * f;
688                 else
689                         self.punchvector = '0 0 0';
690         }
691
692         maxspd_mod = 1;
693
694         if(g_runematch)
695         {
696                 if(self.runes & RUNE_SPEED)
697                 {
698                         if(self.runes & CURSE_SLOW)
699                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
700                         else
701                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
702                 }
703                 else if(self.runes & CURSE_SLOW)
704                 {
705                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
706                 }
707         }
708
709         if(g_minstagib && (self.items & IT_INVINCIBLE))
710         {
711                 maxspd_mod = cvar("g_minstagib_speed_moverate");
712         }
713
714         if(g_nexball && self.ballcarried)
715         {
716                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
717         }
718
719         swampspd_mod = 1;
720         if(self.in_swamp) {
721                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
722         }
723
724         if(self.classname != "player")
725         {
726                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
727                 if(!self.spectatorspeed)
728                         self.spectatorspeed = maxspd_mod;
729                 if(self.impulse && self.impulse <= 19)
730                 {
731                         if(self.lastclassname != "player")
732                         {
733                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
734                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
735                                 else if(self.impulse == 11)
736                                         self.spectatorspeed = maxspd_mod;
737                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
738                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
739                                 else if(self.impulse >= 1 && self.impulse <= 9)
740                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
741                         } // otherwise just clear
742                         self.impulse = 0;
743                 }
744                 maxspd_mod = self.spectatorspeed;
745         }
746
747         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
748         if(self.speed != spd)
749         {
750                 self.speed = spd;
751                 temps = ftos(spd);
752                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
753                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
754                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
755                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
756         }
757
758         maxspd_mod *= swampspd_mod; // only one common speed modder please!
759         swampspd_mod = 1;
760
761         // if dead, behave differently
762         if (self.deadflag)
763                 goto end;
764
765         if (!self.fixangle && !g_bugrigs)
766         {
767                 self.angles_x = 0;
768                 self.angles_y = self.v_angle_y;
769                 self.angles_z = 0;
770         }
771
772         if(self.flags & FL_ONGROUND)
773         if(self.wasFlying)
774         {
775                 self.wasFlying = 0;
776
777                 if(self.waterlevel < WATERLEVEL_SWIMMING)
778                 if(time >= self.ladder_time)
779                 if not(self.hook)
780                 {
781                         self.nextstep = time + 0.3 + random() * 0.1;
782                         trace_dphitq3surfaceflags = 0;
783                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
784                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
785                         {
786                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
787                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
788                                 else
789                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
790                         }
791                 }
792         }
793
794         if(IsFlying(self))
795                 self.wasFlying = 1;
796
797         if(self.classname == "player")
798         {
799                 if(sv_doublejump)
800                 {
801                         self.flags &~= FL_ONGROUND;
802                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
803                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
804                                 self.flags |= FL_ONGROUND;
805                 }
806
807                 if (self.BUTTON_JUMP)
808                         PlayerJump ();
809                 else
810                         self.flags |= FL_JUMPRELEASED;
811
812                 if (self.waterlevel == WATERLEVEL_SWIMMING)
813                         CheckWaterJump ();
814         }
815
816         if (self.flags & FL_WATERJUMP )
817         {
818                 self.velocity_x = self.movedir_x;
819                 self.velocity_y = self.movedir_y;
820                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
821                 {
822                         self.flags &~= FL_WATERJUMP;
823                         self.teleport_time = 0;
824                 }
825         }
826         else if (g_bugrigs && self.classname == "player")
827         {
828                 RaceCarPhysics();
829         }
830         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
831         {
832                 // noclipping or flying
833                 self.flags &~= FL_ONGROUND;
834
835                 self.velocity = self.velocity * (1 - frametime * sv_friction);
836                 makevectors(self.v_angle);
837                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
838                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
839                 // acceleration
840                 wishdir = normalize(wishvel);
841                 wishspeed = vlen(wishvel);
842                 if (wishspeed > sv_maxspeed*maxspd_mod)
843                         wishspeed = sv_maxspeed*maxspd_mod;
844                 if (time >= self.teleport_time)
845                         PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
846         }
847         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
848         {
849                 // swimming
850                 self.flags &~= FL_ONGROUND;
851
852                 makevectors(self.v_angle);
853                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
854                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
855                 if (wishvel == '0 0 0')
856                         wishvel = '0 0 -60'; // drift towards bottom
857
858                 wishdir = normalize(wishvel);
859                 wishspeed = vlen(wishvel);
860                 if (wishspeed > sv_maxspeed*maxspd_mod)
861                         wishspeed = sv_maxspeed*maxspd_mod;
862                 wishspeed = wishspeed * 0.7;
863
864                 // water friction
865                 self.velocity = self.velocity * (1 - frametime * sv_friction);
866
867                 // water acceleration
868                 PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
869         }
870         else if (time < self.ladder_time)
871         {
872                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
873                 self.flags &~= FL_ONGROUND;
874
875                 self.velocity = self.velocity * (1 - frametime * sv_friction);
876                 makevectors(self.v_angle);
877                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
878                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
879                 if (self.gravity)
880                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
881                 else
882                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
883                 if (self.ladder_entity.classname == "func_water")
884                 {
885                         f = vlen(wishvel);
886                         if (f > self.ladder_entity.speed)
887                                 wishvel = wishvel * (self.ladder_entity.speed / f);
888
889                         self.watertype = self.ladder_entity.skin;
890                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
891                         if ((self.origin_z + self.view_ofs_z) < f)
892                                 self.waterlevel = WATERLEVEL_SUBMERGED;
893                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
894                                 self.waterlevel = WATERLEVEL_SWIMMING;
895                         else if ((self.origin_z + self.mins_z + 1) < f)
896                                 self.waterlevel = WATERLEVEL_WETFEET;
897                         else
898                         {
899                                 self.waterlevel = WATERLEVEL_NONE;
900                                 self.watertype = CONTENT_EMPTY;
901                         }
902                 }
903                 // acceleration
904                 wishdir = normalize(wishvel);
905                 wishspeed = vlen(wishvel);
906                 if (wishspeed > sv_maxspeed*maxspd_mod)
907                         wishspeed = sv_maxspeed*maxspd_mod;
908                 if (time >= self.teleport_time)
909                 {
910                         // water acceleration
911                         PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
912                 }
913         }
914         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
915         {
916                 //makevectors(self.v_angle_y * '0 1 0');
917                 makevectors(self.v_angle);
918                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
919                 // add remaining speed as Z component
920                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
921                 // fix speedhacks :P
922                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
923                 // add the unused velocity as up component
924                 wishvel_z = 0;
925
926                 // if(self.BUTTON_JUMP)
927                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
928
929                 // it is now normalized, so...
930                 float a_side, a_up, a_add, a_diff;
931                 a_side = cvar("g_jetpack_acceleration_side");
932                 a_up = cvar("g_jetpack_acceleration_up");
933                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
934
935                 wishvel_x *= a_side;
936                 wishvel_y *= a_side;
937                 wishvel_z *= a_up;
938                 wishvel_z += a_add;
939
940                 float best;
941                 best = 0;
942                 //////////////////////////////////////////////////////////////////////////////////////
943                 // finding the maximum over all vectors of above form
944                 // with wishvel having an absolute value of 1
945                 //////////////////////////////////////////////////////////////////////////////////////
946                 // we're finding the maximum over
947                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
948                 // for z in the range from -1 to 1
949                 //////////////////////////////////////////////////////////////////////////////////////
950                 // maximum is EITHER attained at the single extreme point:
951                 a_diff = a_side * a_side - a_up * a_up;
952                 if(a_diff != 0)
953                 {
954                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
955                         if(f > -1 && f < 1) // can it be attained?
956                         {
957                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
958                                 //print("middle\n");
959                         }
960                 }
961                 // OR attained at z = 1:
962                 f = (a_up + a_add) * (a_up + a_add);
963                 if(f > best)
964                 {
965                         best = f;
966                         //print("top\n");
967                 }
968                 // OR attained at z = -1:
969                 f = (a_up - a_add) * (a_up - a_add);
970                 if(f > best)
971                 {
972                         best = f;
973                         //print("bottom\n");
974                 }
975                 best = sqrt(best);
976                 //////////////////////////////////////////////////////////////////////////////////////
977
978                 //print("best possible acceleration: ", ftos(best), "\n");
979
980                 float fxy, fz;
981                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
982                 if(wishvel_z - sv_gravity > 0)
983                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
984                 else
985                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
986
987                 float fvel;
988                 fvel = vlen(wishvel);
989                 wishvel_x *= fxy;
990                 wishvel_y *= fxy;
991                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
992
993                 fvel = min(1, vlen(wishvel) / best);
994                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
995                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
996                 else
997                         f = 1;
998
999                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1000
1001                 if (f > 0 && wishvel != '0 0 0')
1002                 {
1003                         self.velocity = self.velocity + wishvel * f * frametime;
1004                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1005                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1006                         self.flags &~= FL_ONGROUND;
1007                         self.items |= IT_USING_JETPACK;
1008
1009                         // jetpack also inhibits health regeneration, but only for 1 second
1010                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1011                 }
1012         }
1013         else if (self.flags & FL_ONGROUND)
1014         {
1015                 // we get here if we ran out of ammo
1016                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1017                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1018
1019                 // walking
1020                 makevectors(self.v_angle_y * '0 1 0');
1021                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1022
1023                 if(!(self.lastflags & FL_ONGROUND))
1024                 {
1025                         if(cvar("speedmeter"))
1026                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1027                         if(self.lastground < time - 0.3)
1028                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1029                         if(self.jumppadcount > 1)
1030                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1031                         self.jumppadcount = 0;
1032                 }
1033
1034 #ifdef LETS_TEST_FTEQCC
1035                 if(self.velocity_x || self.velocity_y)
1036                 {
1037                         // good
1038                 }
1039                 else
1040                 {
1041                         if(self.velocity_x)
1042                                 checkclient();
1043                         if(self.velocity_y)
1044                                 checkclient();
1045                 }
1046 #endif
1047
1048                 v = self.velocity;
1049                 v_z = 0;
1050                 f = vlen(v);
1051                 if(f > 0)
1052                 {
1053                         if (f < sv_stopspeed)
1054                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1055                         else
1056                                 f = 1 - frametime * sv_friction;
1057                         if (f > 0)
1058                                 self.velocity = self.velocity * f;
1059                         else
1060                                 self.velocity = '0 0 0';
1061                 }
1062
1063                 // acceleration
1064                 wishdir = normalize(wishvel);
1065                 wishspeed = vlen(wishvel);
1066                 if (wishspeed > sv_maxspeed*maxspd_mod)
1067                         wishspeed = sv_maxspeed*maxspd_mod;
1068                 if (self.crouch)
1069                         wishspeed = wishspeed * 0.5;
1070                 if (time >= self.teleport_time)
1071                         PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1072         }
1073         else
1074         {
1075                 // we get here if we ran out of ammo
1076                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1077                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1078
1079                 if(maxspd_mod < 1)
1080                 {
1081                         maxairspd = sv_maxairspeed*maxspd_mod;
1082                         airaccel = sv_airaccelerate*maxspd_mod;
1083                 }
1084                 else
1085                 {
1086                         maxairspd = sv_maxairspeed;
1087                         airaccel = sv_airaccelerate;
1088                 }
1089                 // airborn
1090                 makevectors(self.v_angle_y * '0 1 0');
1091                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1092                 // acceleration
1093                 wishdir = normalize(wishvel);
1094                 wishspeed = vlen(wishvel);
1095                 if (wishspeed > maxairspd)
1096                         wishspeed = maxairspd;
1097                 if (self.crouch)
1098                         wishspeed = wishspeed * 0.5;
1099                 if (time >= self.teleport_time)
1100                 {
1101                         float accelerating;
1102                         float wishspeed2;
1103                         float airaccelqw;
1104
1105                         airaccelqw = sv_airaccel_qw;
1106                         accelerating = (self.velocity * wishdir > 0);
1107                         wishspeed2 = wishspeed;
1108
1109                         // CPM
1110                         if(sv_airstopaccelerate)
1111                                 if(self.velocity * wishdir < 0)
1112                                         airaccel = sv_airstopaccelerate*maxspd_mod;
1113                         if(self.movement_x == 0 && self.movement_y != 0)
1114                         {
1115                                 if(sv_maxairstrafespeed)
1116                                 {
1117                                         wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1118                                         if(sv_maxairstrafespeed < sv_maxairspeed)
1119                                                 airaccelqw = 1;
1120                                 }
1121                                 if(sv_airstrafeaccelerate)
1122                                 {
1123                                         airaccel = sv_airstrafeaccelerate*maxspd_mod;
1124                                         if(sv_airstrafeaccelerate > sv_airaccelerate)
1125                                                 airaccelqw = 1;
1126                                 }
1127                         }
1128                         // !CPM
1129
1130                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1131                                 PM_AirAccelerate(wishdir, wishspeed);
1132                         else
1133                                 PM_Accelerate(wishdir, wishspeed, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1134
1135                         if(sv_aircontrol)
1136                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1137                 }
1138         }
1139
1140 :end
1141         if(self.flags & FL_ONGROUND)
1142                 self.lastground = time;
1143
1144         self.lastflags = self.flags;
1145         self.lastclassname = self.classname;
1146 };