7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
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;
24 .entity ladder_entity;
26 .float swamp_slowdown;
30 .float spectatorspeed;
32 .float doublejump_nextjumptime;
38 When you press the jump key
41 void PlayerJump (void)
45 mjumpheight = cvar("sv_jumpvelocity");
46 if (self.waterlevel >= WATERLEVEL_SWIMMING)
48 if (self.watertype == CONTENT_WATER)
49 self.velocity_z = 200;
50 else if (self.watertype == CONTENT_SLIME)
58 if (!(self.flags & FL_ONGROUND))
62 if (!(self.flags & FL_JUMPRELEASED))
65 if(self.health <= g_bloodloss)
69 if(time < self.doublejump_nextjumptime)
74 if(self.runes & RUNE_SPEED)
76 if(self.runes & CURSE_SLOW)
77 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
79 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
81 else if(self.runes & CURSE_SLOW)
83 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
87 if(g_minstagib && (self.items & IT_INVINCIBLE))
89 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
92 if(!(self.lastflags & FL_ONGROUND))
94 if(cvar("speedmeter"))
95 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
96 if(self.lastground < time - 0.3)
97 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
98 if(self.jumppadcount > 1)
99 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
100 self.jumppadcount = 0;
103 self.velocity_z = self.velocity_z + mjumpheight;
104 self.oldvelocity_z = self.velocity_z;
106 self.flags &~= FL_ONGROUND;
107 self.flags &~= FL_JUMPRELEASED;
110 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
112 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
115 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
119 // we're moving upwards at self.velocity_z
120 // only allow jumping after we got 3 units upwards
121 // so we for sure leave the FL_ONGROUND check
123 // but as this sucks because of factoring in gravity, we'll just do it
124 // for 4 units, and constant velocity
125 self.doublejump_nextjumptime = time + 4 / max(40, self.velocity_z); // max 0.1s blocking of jumps
128 self.restart_jump = -1; // restart jump anim next time
129 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
132 void CheckWaterJump()
134 local vector start, end;
136 // check for a jump-out-of-water
137 makevectors (self.angles);
139 start_z = start_z + 8;
141 normalize(v_forward);
142 end = start + v_forward*24;
143 traceline (start, end, TRUE, self);
144 if (trace_fraction < 1)
146 start_z = start_z + self.maxs_z - 8;
147 end = start + v_forward*24;
148 self.movedir = trace_plane_normal * -50;
149 traceline (start, end, TRUE, self);
150 if (trace_fraction == 1)
151 { // open at eye level
152 self.flags |= FL_WATERJUMP;
153 self.velocity_z = 225;
154 self.flags &~= FL_JUMPRELEASED;
155 self.teleport_time = time + 2; // safety net
161 float racecar_angle(float forward, float down)
163 float ret, angle_mult;
171 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
173 angle_mult = forward / (800 + forward);
176 return ret * angle_mult + 360 * (1 - angle_mult);
178 return ret * angle_mult;
181 void RaceCarPhysics()
183 // using this move type for "big rigs"
184 // the engine does not push the entity!
186 float accel, steer, f;
187 vector angles_save, rigvel;
189 angles_save = self.angles;
190 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
191 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
193 if(g_bugrigs_reverse_speeding)
197 // back accel is DIGITAL
198 // to prevent speedhack
208 makevectors(self.angles); // new forward direction!
210 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
212 float myspeed, upspeed, steerfactor, accelfactor;
214 myspeed = self.velocity * v_forward;
215 upspeed = self.velocity * v_up;
217 // responsiveness factor for steering and acceleration
218 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
219 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
221 if(myspeed < 0 && g_bugrigs_reverse_spinning)
222 steerfactor = -myspeed * g_bugrigs_steer;
224 steerfactor = -myspeed * f * g_bugrigs_steer;
226 if(myspeed < 0 && g_bugrigs_reverse_speeding)
227 accelfactor = g_bugrigs_accel;
229 accelfactor = f * g_bugrigs_accel;
230 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
236 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
240 if(!g_bugrigs_reverse_speeding)
241 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
248 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
252 if(g_bugrigs_reverse_stopping)
255 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
258 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
259 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
261 self.angles_y += steer * frametime * steerfactor; // apply steering
262 makevectors(self.angles); // new forward direction!
264 myspeed += accel * accelfactor * frametime;
266 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
270 myspeed = vlen(self.velocity);
272 // responsiveness factor for steering and acceleration
273 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
274 steerfactor = -myspeed * f;
275 self.angles_y += steer * frametime * steerfactor; // apply steering
277 rigvel = self.velocity;
278 makevectors(self.angles); // new forward direction!
281 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
282 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
283 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
284 //MAXIMA: solve(total_acceleration(v) = 0, v);
286 if(g_bugrigs_planar_movement)
288 vector rigvel_xy, neworigin, up;
291 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
295 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
298 mt = MOVE_NOMONSTERS;
300 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
301 up = trace_endpos - self.origin;
303 // BUG RIGS: align the move to the surface instead of doing collision testing
305 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
308 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
310 if(trace_fraction < 0.5)
313 neworigin = self.origin;
316 neworigin = trace_endpos;
318 if(trace_fraction < 1)
320 // now set angles_x so that the car points parallel to the surface
321 self.angles = vectoangles(
322 '1 0 0' * v_forward_x * trace_plane_normal_z
324 '0 1 0' * v_forward_y * trace_plane_normal_z
326 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
328 self.flags |= FL_ONGROUND;
332 // now set angles_x so that the car points forward, but is tilted in velocity direction
333 self.flags &~= FL_ONGROUND;
336 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
337 self.movetype = MOVETYPE_NOCLIP;
341 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
342 self.velocity = rigvel;
343 self.movetype = MOVETYPE_FLY;
347 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
348 if(trace_fraction != 1)
350 self.angles = vectoangles2(
351 '1 0 0' * v_forward_x * trace_plane_normal_z
353 '0 1 0' * v_forward_y * trace_plane_normal_z
355 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
363 vel_local_x = v_forward * self.velocity;
364 vel_local_y = v_right * self.velocity;
365 vel_local_z = v_up * self.velocity;
367 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
368 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
372 vector vf1, vu1, smoothangles;
373 makevectors(self.angles);
374 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
379 makevectors(angles_save);
380 vf1 = vf1 + v_forward * (1 - f);
381 vu1 = vu1 + v_up * (1 - f);
382 smoothangles = vectoangles2(vf1, vu1);
383 self.angles_x = -smoothangles_x;
384 self.angles_z = smoothangles_z;
387 float IsMoveInDirection(vector mv, float angle) // key mix factor
389 if(mv_x == 0 && mv_y == 0)
390 return 0; // avoid division by zero
391 angle = RAD2DEG * atan2(mv_y, mv_x);
392 angle = remainder(angle, 360) / 45;
397 return 1 - fabs(angle);
400 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
402 float zspeed, xyspeed, dot, k;
405 // this doesn't play well with analog input
406 if(self.movement_x == 0 || self.movement_y != 0)
407 return; // can't control movement if not moving forward or backward
410 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
415 k *= bound(0, wishspeed / sv_maxairspeed, 1);
417 zspeed = self.velocity_z;
419 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
421 dot = self.velocity * wishdir;
422 k *= sv_aircontrol*dot*dot*frametime;
424 if(dot > 0) // we can't change direction while slowing down
426 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
429 self.velocity = self.velocity * xyspeed;
430 self.velocity_z = zspeed;
433 // example config for alternate speed clamping:
434 // sv_airaccel_qw 0.8
435 // sv_airaccel_sideways_friction 0
436 // prvm_globalset server speedclamp_mode 1
438 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
446 float vel_xy_current;
447 float vel_xy_backward, vel_xy_forward;
450 speedclamp = (accelqw < 0);
454 if(cvar("sv_gameplayfix_q2airaccelerate"))
455 wishspeed0 = wishspeed;
457 vel_straight = self.velocity * wishdir;
458 vel_z = self.velocity_z;
459 vel_xy = self.velocity - vel_z * '0 0 1';
460 vel_perpend = vel_xy - vel_straight * wishdir;
462 step = accel * frametime * wishspeed0;
464 vel_xy_current = vlen(vel_xy);
465 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
466 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
467 if(vel_xy_backward < 0)
468 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
470 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
472 if(sidefric < 0 && (vel_perpend*vel_perpend))
473 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
476 f = (1 - frametime * wishspeed * sidefric);
477 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
479 vel_perpend = vel_perpend * f;
482 fminimum = sqrt(fminimum);
483 vel_perpend = vel_perpend * bound(fminimum, f, 1);
487 vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
489 vel_xy = vel_straight * wishdir + vel_perpend;
493 // ensure we don't get too fast or decelerate faster than we should
494 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
495 if(vel_xy_current > 0) // prevent division by zero
496 vel_xy = normalize(vel_xy) * vel_xy_current;
499 self.velocity = vel_xy + vel_z * '0 0 1';
502 void PM_AirAccelerate(vector wishdir, float wishspeed)
504 vector curvel, wishvel, acceldir, curdir;
505 float addspeed, accelspeed, curspeed, f;
511 curvel = self.velocity;
513 curspeed = vlen(curvel);
515 if(wishspeed > curspeed * 1.01)
517 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
521 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
522 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
524 wishvel = wishdir * wishspeed;
525 acceldir = wishvel - curvel;
526 addspeed = vlen(acceldir);
527 acceldir = normalize(acceldir);
529 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
531 if(sv_warsowbunny_backtosideratio < 1)
533 curdir = normalize(curvel);
534 dot = acceldir * curdir;
536 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
539 self.velocity += accelspeed * acceldir;
542 .vector movement_old;
545 .string lastclassname;
547 void Nixnex_GiveCurrentWeapon();
548 .float() PlayerPhysplug;
550 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
551 .float specialcommand_pos;
552 void SpecialCommand()
557 if(!CheatImpulse(99))
558 print("A hollow voice says \"Plugh\".\n");
562 float speedaward_speed;
563 string speedaward_holder;
564 void race_send_speedaward(float msg)
566 // send the best speed of the round
567 WriteByte(msg, SVC_TEMPENTITY);
568 WriteByte(msg, TE_CSQC_RACE);
569 WriteByte(msg, RACE_NET_SPEED_AWARD);
570 WriteInt24_t(msg, floor(speedaward_speed+0.5));
571 WriteString(msg, speedaward_holder);
574 float speedaward_alltimebest;
575 string speedaward_alltimebest_holder;
576 void race_send_speedaward_alltimebest(float msg)
578 // send the best speed
579 WriteByte(msg, SVC_TEMPENTITY);
580 WriteByte(msg, TE_CSQC_RACE);
581 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
582 WriteShort(msg, floor(speedaward_alltimebest+0.5));
583 WriteString(msg, speedaward_alltimebest_holder);
586 string GetMapname(void);
587 float speedaward_lastupdate;
588 float speedaward_lastsent;
589 void SV_PlayerPhysics()
591 local vector wishvel, wishdir, v;
592 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
595 float not_allowed_to_move;
598 if(self.PlayerPhysplug)
599 if(self.PlayerPhysplug())
602 self.race_movetime_frac += frametime;
603 f = floor(self.race_movetime_frac);
604 self.race_movetime_frac -= f;
605 self.race_movetime_count += f;
606 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
610 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);
614 else if(buttons == 1)
616 else if(buttons == 2)
618 else if(buttons == 128)
620 else if(buttons == 256)
622 else if(buttons == 512)
624 else if(buttons == 1024)
629 if(c == substring(specialcommand, self.specialcommand_pos, 1))
631 self.specialcommand_pos += 1;
632 if(self.specialcommand_pos >= strlen(specialcommand))
634 self.specialcommand_pos = 0;
639 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
640 self.specialcommand_pos = 0;
642 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
644 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
645 self.parm_idlesince = time;
647 buttons_prev = self.buttons_old;
648 self.buttons_old = buttons;
649 self.movement_old = self.movement;
650 self.v_angle_old = self.v_angle;
652 if(time < self.nickspamtime)
653 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
655 // slight annoyance for nick change scripts
656 self.movement = -1 * self.movement;
657 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
659 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!
661 self.angles_x = random() * 360;
662 self.angles_y = random() * 360;
663 // at least I'm not forcing retardedview by also assigning to angles_z
668 if (self.punchangle != '0 0 0')
670 f = vlen(self.punchangle) - 10 * frametime;
672 self.punchangle = normalize(self.punchangle) * f;
674 self.punchangle = '0 0 0';
677 if (self.punchvector != '0 0 0')
679 f = vlen(self.punchvector) - 30 * frametime;
681 self.punchvector = normalize(self.punchvector) * f;
683 self.punchvector = '0 0 0';
686 if (clienttype(self) == CLIENTTYPE_BOT)
688 if(playerdemo_read())
693 self.items &~= IT_USING_JETPACK;
695 if(self.classname == "player")
697 if(self.race_penalty)
698 if(time > self.race_penalty)
699 self.race_penalty = 0;
701 not_allowed_to_move = 0;
702 if(self.race_penalty)
703 not_allowed_to_move = 1;
704 if(!cvar("sv_ready_restart_after_countdown"))
705 if(time < game_starttime)
706 not_allowed_to_move = 1;
708 if(not_allowed_to_move)
710 self.velocity = '0 0 0';
711 self.movetype = MOVETYPE_NONE;
712 self.disableclientprediction = 2;
714 else if(self.disableclientprediction == 2)
716 if(self.movetype == MOVETYPE_NONE)
717 self.movetype = MOVETYPE_WALK;
718 self.disableclientprediction = 0;
722 if (self.movetype == MOVETYPE_NONE)
729 if(self.runes & RUNE_SPEED)
731 if(self.runes & CURSE_SLOW)
732 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
734 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
736 else if(self.runes & CURSE_SLOW)
738 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
742 if(g_minstagib && (self.items & IT_INVINCIBLE))
744 maxspd_mod = cvar("g_minstagib_speed_moverate");
747 if(g_nexball && self.ballcarried)
749 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
754 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
757 if(self.classname != "player")
759 maxspd_mod = cvar("sv_spectator_speed_multiplier");
760 if(!self.spectatorspeed)
761 self.spectatorspeed = maxspd_mod;
762 if(self.impulse && self.impulse <= 19)
764 if(self.lastclassname != "player")
766 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
767 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
768 else if(self.impulse == 11)
769 self.spectatorspeed = maxspd_mod;
770 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
771 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
772 else if(self.impulse >= 1 && self.impulse <= 9)
773 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
774 } // otherwise just clear
777 maxspd_mod = self.spectatorspeed;
780 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
781 if(self.speed != spd)
785 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
786 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
787 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
788 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
791 maxspd_mod *= swampspd_mod; // only one common speed modder please!
794 // if dead, behave differently
798 if (!self.fixangle && !g_bugrigs)
801 self.angles_y = self.v_angle_y;
805 if(self.flags & FL_ONGROUND)
810 if(self.waterlevel < WATERLEVEL_SWIMMING)
811 if(time >= self.ladder_time)
814 self.nextstep = time + 0.3 + random() * 0.1;
815 trace_dphitq3surfaceflags = 0;
816 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
817 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
819 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
820 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
822 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
830 if(self.classname == "player")
834 self.flags &~= FL_ONGROUND;
835 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
836 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
837 self.flags |= FL_ONGROUND;
840 if (self.BUTTON_JUMP)
843 self.flags |= FL_JUMPRELEASED;
845 if (self.waterlevel == WATERLEVEL_SWIMMING)
849 if (self.flags & FL_WATERJUMP )
851 self.velocity_x = self.movedir_x;
852 self.velocity_y = self.movedir_y;
853 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
855 self.flags &~= FL_WATERJUMP;
856 self.teleport_time = 0;
859 else if (g_bugrigs && self.classname == "player")
863 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
865 // noclipping or flying
866 self.flags &~= FL_ONGROUND;
868 self.velocity = self.velocity * (1 - frametime * sv_friction);
869 makevectors(self.v_angle);
870 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
871 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
873 wishdir = normalize(wishvel);
874 wishspeed = vlen(wishvel);
875 if (wishspeed > sv_maxspeed*maxspd_mod)
876 wishspeed = sv_maxspeed*maxspd_mod;
877 if (time >= self.teleport_time)
878 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
880 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
883 self.flags &~= FL_ONGROUND;
885 makevectors(self.v_angle);
886 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
887 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
888 if (wishvel == '0 0 0')
889 wishvel = '0 0 -60'; // drift towards bottom
891 wishdir = normalize(wishvel);
892 wishspeed = vlen(wishvel);
893 if (wishspeed > sv_maxspeed*maxspd_mod)
894 wishspeed = sv_maxspeed*maxspd_mod;
895 wishspeed = wishspeed * 0.7;
898 self.velocity = self.velocity * (1 - frametime * sv_friction);
900 // water acceleration
901 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
903 else if (time < self.ladder_time)
905 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
906 self.flags &~= FL_ONGROUND;
908 self.velocity = self.velocity * (1 - frametime * sv_friction);
909 makevectors(self.v_angle);
910 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
911 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
913 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
915 self.velocity_z = self.velocity_z + sv_gravity * frametime;
916 if (self.ladder_entity.classname == "func_water")
919 if (f > self.ladder_entity.speed)
920 wishvel = wishvel * (self.ladder_entity.speed / f);
922 self.watertype = self.ladder_entity.skin;
923 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
924 if ((self.origin_z + self.view_ofs_z) < f)
925 self.waterlevel = WATERLEVEL_SUBMERGED;
926 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
927 self.waterlevel = WATERLEVEL_SWIMMING;
928 else if ((self.origin_z + self.mins_z + 1) < f)
929 self.waterlevel = WATERLEVEL_WETFEET;
932 self.waterlevel = WATERLEVEL_NONE;
933 self.watertype = CONTENT_EMPTY;
937 wishdir = normalize(wishvel);
938 wishspeed = vlen(wishvel);
939 if (wishspeed > sv_maxspeed*maxspd_mod)
940 wishspeed = sv_maxspeed*maxspd_mod;
941 if (time >= self.teleport_time)
943 // water acceleration
944 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
947 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
949 //makevectors(self.v_angle_y * '0 1 0');
950 makevectors(self.v_angle);
951 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
952 // add remaining speed as Z component
953 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
955 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
956 // add the unused velocity as up component
959 // if(self.BUTTON_JUMP)
960 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
962 // it is now normalized, so...
963 float a_side, a_up, a_add, a_diff;
964 a_side = cvar("g_jetpack_acceleration_side");
965 a_up = cvar("g_jetpack_acceleration_up");
966 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
975 //////////////////////////////////////////////////////////////////////////////////////
976 // finding the maximum over all vectors of above form
977 // with wishvel having an absolute value of 1
978 //////////////////////////////////////////////////////////////////////////////////////
979 // we're finding the maximum over
980 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
981 // for z in the range from -1 to 1
982 //////////////////////////////////////////////////////////////////////////////////////
983 // maximum is EITHER attained at the single extreme point:
984 a_diff = a_side * a_side - a_up * a_up;
987 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
988 if(f > -1 && f < 1) // can it be attained?
990 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
994 // OR attained at z = 1:
995 f = (a_up + a_add) * (a_up + a_add);
1001 // OR attained at z = -1:
1002 f = (a_up - a_add) * (a_up - a_add);
1006 //print("bottom\n");
1009 //////////////////////////////////////////////////////////////////////////////////////
1011 //print("best possible acceleration: ", ftos(best), "\n");
1014 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1015 if(wishvel_z - sv_gravity > 0)
1016 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1018 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1021 fvel = vlen(wishvel);
1024 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1026 fvel = min(1, vlen(wishvel) / best);
1027 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1028 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1032 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1034 if (f > 0 && wishvel != '0 0 0')
1036 self.velocity = self.velocity + wishvel * f * frametime;
1037 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1038 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1039 self.flags &~= FL_ONGROUND;
1040 self.items |= IT_USING_JETPACK;
1042 // jetpack also inhibits health regeneration, but only for 1 second
1043 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1046 else if (self.flags & FL_ONGROUND)
1048 // we get here if we ran out of ammo
1049 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1050 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1053 makevectors(self.v_angle_y * '0 1 0');
1054 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1056 if(!(self.lastflags & FL_ONGROUND))
1058 if(cvar("speedmeter"))
1059 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1060 if(self.lastground < time - 0.3)
1061 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1062 if(self.jumppadcount > 1)
1063 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1064 self.jumppadcount = 0;
1067 #ifdef LETS_TEST_FTEQCC
1068 if(self.velocity_x || self.velocity_y)
1086 if (f < sv_stopspeed)
1087 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1089 f = 1 - frametime * sv_friction;
1091 self.velocity = self.velocity * f;
1093 self.velocity = '0 0 0';
1097 wishdir = normalize(wishvel);
1098 wishspeed = vlen(wishvel);
1099 if (wishspeed > sv_maxspeed*maxspd_mod)
1100 wishspeed = sv_maxspeed*maxspd_mod;
1102 wishspeed = wishspeed * 0.5;
1103 if (time >= self.teleport_time)
1104 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1109 // we get here if we ran out of ammo
1110 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1111 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1115 maxairspd = sv_maxairspeed*maxspd_mod;
1116 airaccel = sv_airaccelerate*maxspd_mod;
1120 maxairspd = sv_maxairspeed;
1121 airaccel = sv_airaccelerate;
1124 makevectors(self.v_angle_y * '0 1 0');
1125 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1127 wishdir = normalize(wishvel);
1128 wishspeed = wishspeed0 = vlen(wishvel);
1129 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1130 wishspeed0 = sv_maxspeed*maxspd_mod;
1131 if (wishspeed > maxairspd)
1132 wishspeed = maxairspd;
1134 wishspeed = wishspeed * 0.5;
1135 if (time >= self.teleport_time)
1141 airaccelqw = sv_airaccel_qw;
1142 accelerating = (self.velocity * wishdir > 0);
1143 wishspeed2 = wishspeed;
1146 if(sv_airstopaccelerate)
1147 if(self.velocity * wishdir < 0)
1148 airaccel = sv_airstopaccelerate*maxspd_mod;
1149 // this doesn't play well with analog input, but can't r
1150 // fixed like the AirControl can. So, don't set the maxa
1151 // cvars when you want to support analog input.
1152 if(self.movement_x == 0 && self.movement_y != 0)
1154 if(sv_maxairstrafespeed)
1156 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1157 if(sv_maxairstrafespeed < sv_maxairspeed)
1160 if(sv_airstrafeaccelerate)
1162 airaccel = sv_airstrafeaccelerate*maxspd_mod;
1163 if(sv_airstrafeaccelerate > sv_airaccelerate)
1169 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1170 PM_AirAccelerate(wishdir, wishspeed);
1172 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1175 CPM_PM_Aircontrol(wishdir, wishspeed2);
1179 if((g_cts || g_race) && self.classname != "observer") {
1180 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1181 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1182 speedaward_holder = self.netname;
1183 speedaward_lastupdate = time;
1185 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1191 race_send_speedaward(MSG_ALL);
1192 speedaward_lastsent = speedaward_speed;
1193 if (speedaward_speed > speedaward_alltimebest) {
1194 speedaward_alltimebest = speedaward_speed;
1195 speedaward_alltimebest_holder = speedaward_holder;
1196 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1197 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1198 race_send_speedaward_alltimebest(MSG_ALL);
1203 if(self.flags & FL_ONGROUND)
1204 self.lastground = time;
1206 self.lastflags = self.flags;
1207 self.lastclassname = self.classname;