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 #define SHTEST_DELTA 10
33 #define SHTEST_THRESHOLD 1.1
35 .float shtest_accumulator;
36 .float doublejump_nextjumptime;
42 When you press the jump key
45 void PlayerJump (void)
49 mjumpheight = cvar("sv_jumpvelocity");
50 if (self.waterlevel >= WATERLEVEL_SWIMMING)
52 if (self.watertype == CONTENT_WATER)
53 self.velocity_z = 200;
54 else if (self.watertype == CONTENT_SLIME)
62 if (!(self.flags & FL_ONGROUND))
66 if (!(self.flags & FL_JUMPRELEASED))
69 if(self.health <= g_bloodloss)
73 if(time < self.doublejump_nextjumptime)
78 if(self.runes & RUNE_SPEED)
80 if(self.runes & CURSE_SLOW)
81 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
83 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
85 else if(self.runes & CURSE_SLOW)
87 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
91 if(g_minstagib && (self.items & IT_INVINCIBLE))
93 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
96 if(!(self.lastflags & FL_ONGROUND))
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;
107 self.velocity_z = self.velocity_z + mjumpheight;
108 self.oldvelocity_z = self.velocity_z;
110 self.flags &~= FL_ONGROUND;
111 self.flags &~= FL_JUMPRELEASED;
114 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
116 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
119 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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
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
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)
136 void CheckWaterJump()
138 local vector start, end;
140 // check for a jump-out-of-water
141 makevectors (self.angles);
143 start_z = start_z + 8;
145 normalize(v_forward);
146 end = start + v_forward*24;
147 traceline (start, end, TRUE, self);
148 if (trace_fraction < 1)
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
165 float racecar_angle(float forward, float down)
167 float ret, angle_mult;
175 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
177 angle_mult = forward / (800 + forward);
180 return ret * angle_mult + 360 * (1 - angle_mult);
182 return ret * angle_mult;
185 void RaceCarPhysics()
187 // using this move type for "big rigs"
188 // the engine does not push the entity!
190 float accel, steer, f;
191 vector angles_save, rigvel;
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);
197 if(g_bugrigs_reverse_speeding)
201 // back accel is DIGITAL
202 // to prevent speedhack
212 makevectors(self.angles); // new forward direction!
214 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
216 float myspeed, upspeed, steerfactor, accelfactor;
218 myspeed = self.velocity * v_forward;
219 upspeed = self.velocity * v_up;
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);
225 if(myspeed < 0 && g_bugrigs_reverse_spinning)
226 steerfactor = -myspeed * g_bugrigs_steer;
228 steerfactor = -myspeed * f * g_bugrigs_steer;
230 if(myspeed < 0 && g_bugrigs_reverse_speeding)
231 accelfactor = g_bugrigs_accel;
233 accelfactor = f * g_bugrigs_accel;
234 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
240 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
244 if(!g_bugrigs_reverse_speeding)
245 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
252 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
256 if(g_bugrigs_reverse_stopping)
259 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
262 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
263 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
265 self.angles_y += steer * frametime * steerfactor; // apply steering
266 makevectors(self.angles); // new forward direction!
268 myspeed += accel * accelfactor * frametime;
270 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
274 myspeed = vlen(self.velocity);
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
281 rigvel = self.velocity;
282 makevectors(self.angles); // new forward direction!
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);
290 if(g_bugrigs_planar_movement)
292 vector rigvel_xy, neworigin, up;
295 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
299 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
302 mt = MOVE_NOMONSTERS;
304 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
305 up = trace_endpos - self.origin;
307 // BUG RIGS: align the move to the surface instead of doing collision testing
309 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
312 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
314 if(trace_fraction < 0.5)
317 neworigin = self.origin;
320 neworigin = trace_endpos;
322 if(trace_fraction < 1)
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
328 '0 1 0' * v_forward_y * trace_plane_normal_z
330 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
332 self.flags |= FL_ONGROUND;
336 // now set angles_x so that the car points forward, but is tilted in velocity direction
337 self.flags &~= FL_ONGROUND;
340 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
341 self.movetype = MOVETYPE_NOCLIP;
345 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
346 self.velocity = rigvel;
347 self.movetype = MOVETYPE_FLY;
351 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
352 if(trace_fraction != 1)
354 self.angles = vectoangles2(
355 '1 0 0' * v_forward_x * trace_plane_normal_z
357 '0 1 0' * v_forward_y * trace_plane_normal_z
359 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
367 vel_local_x = v_forward * self.velocity;
368 vel_local_y = v_right * self.velocity;
369 vel_local_z = v_up * self.velocity;
371 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
372 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
376 vector vf1, vu1, smoothangles;
377 makevectors(self.angles);
378 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
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;
391 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
393 float zspeed, xyspeed, dot, k;
395 if(self.movement_x == 0 || self.movement_y != 0)
396 return; // can't control movement if not moving forward or backward
398 zspeed = self.velocity_z;
400 xyspeed = vlen(self.velocity);
401 self.velocity = normalize(self.velocity);
403 dot = self.velocity * wishdir;
405 k *= sv_aircontrol*dot*dot*frametime;
407 if(dot > 0) // we can't change direction while slowing down
408 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
410 self.velocity = self.velocity * xyspeed;
411 self.velocity_z = zspeed;
414 void PM_Accelerate(vector wishdir, float wishspeed, float accel, float accelqw, float sidefric)
422 savespeed = self.velocity * self.velocity;
424 vel_straight = self.velocity * wishdir;
425 vel_z = self.velocity_z;
426 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
428 addspeed = wishspeed - vel_straight;
430 vel_straight = vel_straight + min(addspeed, accel * frametime * wishspeed) * accelqw;
432 vel_straight = vel_straight + min(wishspeed, accel * frametime * wishspeed) * (1 - accelqw);
434 if(sidefric < 0 && (vel_perpend*vel_perpend))
437 f = (1 + frametime * wishspeed * sidefric);
438 fmin = (savespeed - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
440 vel_perpend = vel_perpend * f;
442 vel_perpend = vel_perpend * min(1, max(fmin, f));
445 vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
447 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
450 void PM_AirAccelerate(vector wishdir, float wishspeed)
452 vector curvel, wishvel, acceldir, curdir;
453 float addspeed, accelspeed, curspeed, f;
459 curvel = self.velocity;
461 curspeed = vlen(curvel);
463 if(wishspeed > curspeed * 1.01)
465 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
469 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
470 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
472 wishvel = wishdir * wishspeed;
473 acceldir = wishvel - curvel;
474 addspeed = vlen(acceldir);
475 acceldir = normalize(acceldir);
477 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
479 if(sv_warsowbunny_backtosideratio < 1)
481 curdir = normalize(curvel);
482 dot = acceldir * curdir;
484 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
487 self.velocity += accelspeed * acceldir;
490 .vector movement_old;
493 .string lastclassname;
495 void Nixnex_GiveCurrentWeapon();
496 .float() PlayerPhysplug;
498 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
499 .float specialcommand_pos;
500 void SpecialCommand()
505 if(sv_cheats || self.maycheat)
508 print("A hollow voice says \"Plugh\".\n");
512 void SV_PlayerPhysics()
514 local vector wishvel, wishdir, v;
515 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
518 float not_allowed_to_move;
523 // if record times matter
524 // ensure nothing EVIL is being done (i.e. strafebot)
525 // this hinders joystick users though
526 // but it still gives SOME analog control
527 // TODO implement this for engine cl_movement code too (basically, clipping to the four axes)
528 wishvel_x = fabs(self.movement_x);
529 wishvel_y = fabs(self.movement_y);
530 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
533 wishspeed = vlen(wishvel);
534 if(wishvel_x >= 2 * wishvel_y)
537 if(self.movement_x > 0)
538 self.movement_x = wishspeed;
540 self.movement_x = -wishspeed;
543 else if(wishvel_y >= 2 * wishvel_x)
547 if(self.movement_y > 0)
548 self.movement_y = wishspeed;
550 self.movement_y = -wishspeed;
555 if(self.movement_x > 0)
556 self.movement_x = 0.70710678118654752440 * wishspeed;
558 self.movement_x = -0.70710678118654752440 * wishspeed;
559 if(self.movement_y > 0)
560 self.movement_y = 0.70710678118654752440 * wishspeed;
562 self.movement_y = -0.70710678118654752440 * wishspeed;
567 self.race_movetime_frac += frametime;
568 f = floor(self.race_movetime_frac);
569 self.race_movetime_frac -= f;
570 self.race_movetime_count += f;
571 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
573 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);
577 else if(buttons == 1)
579 else if(buttons == 2)
581 else if(buttons == 128)
583 else if(buttons == 256)
585 else if(buttons == 512)
587 else if(buttons == 1024)
592 if(c == substring(specialcommand, self.specialcommand_pos, 1))
594 self.specialcommand_pos += 1;
595 if(self.specialcommand_pos >= strlen(specialcommand))
597 self.specialcommand_pos = 0;
602 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
603 self.specialcommand_pos = 0;
605 if(self.PlayerPhysplug)
606 if(self.PlayerPhysplug())
609 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
611 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
612 self.parm_idlesince = time;
614 buttons_prev = self.buttons_old;
615 self.buttons_old = buttons;
616 self.movement_old = self.movement;
617 self.v_angle_old = self.v_angle;
619 if(time < self.nickspamtime)
620 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
622 // slight annoyance for nick change scripts
623 self.movement = -1 * self.movement;
624 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
626 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!
628 self.angles_x = random() * 360;
629 self.angles_y = random() * 360;
630 // at least I'm not forcing retardedview by also assigning to angles_z
635 if(time > self.shtest_next)
637 if(self.shtest_next > 0)
639 // self.shtest_accumulator:
640 // started at time - SHTEST_DELTA
641 // should be at SHTEST_DELTA
642 shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
643 if(shtest_score > SHTEST_THRESHOLD)
644 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
645 else if(cvar("developer_shtest"))
646 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
648 self.shtest_next = time + SHTEST_DELTA;
649 self.shtest_accumulator = 0;
651 self.shtest_accumulator += frametime;
653 if (clienttype(self) == CLIENTTYPE_BOT)
656 self.items &~= IT_USING_JETPACK;
658 if(self.classname == "player")
660 if(self.race_penalty)
661 if(time > self.race_penalty)
662 self.race_penalty = 0;
664 not_allowed_to_move = 0;
665 if(self.race_penalty)
666 not_allowed_to_move = 1;
667 if(!cvar("sv_ready_restart_after_countdown"))
668 if(time < game_starttime)
669 not_allowed_to_move = 1;
671 if(not_allowed_to_move)
673 self.velocity = '0 0 0';
674 self.movetype = MOVETYPE_NONE;
675 self.disableclientprediction = 2;
677 else if(self.disableclientprediction == 2)
679 if(self.movetype == MOVETYPE_NONE)
680 self.movetype = MOVETYPE_WALK;
681 self.disableclientprediction = 0;
685 if (self.movetype == MOVETYPE_NONE)
688 if (self.punchangle != '0 0 0')
690 f = vlen(self.punchangle) - 10 * frametime;
692 self.punchangle = normalize(self.punchangle) * f;
694 self.punchangle = '0 0 0';
697 if (self.punchvector != '0 0 0')
699 f = vlen(self.punchvector) - 30 * frametime;
701 self.punchvector = normalize(self.punchvector) * f;
703 self.punchvector = '0 0 0';
710 if(self.runes & RUNE_SPEED)
712 if(self.runes & CURSE_SLOW)
713 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
715 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
717 else if(self.runes & CURSE_SLOW)
719 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
723 if(g_minstagib && (self.items & IT_INVINCIBLE))
725 maxspd_mod = cvar("g_minstagib_speed_moverate");
728 if(g_nexball && self.ballcarried)
730 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
735 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
738 if(self.classname != "player")
740 maxspd_mod = cvar("sv_spectator_speed_multiplier");
741 if(!self.spectatorspeed)
742 self.spectatorspeed = maxspd_mod;
743 if(self.impulse && self.impulse <= 19)
745 if(self.lastclassname != "player")
747 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
748 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
749 else if(self.impulse == 11)
750 self.spectatorspeed = maxspd_mod;
751 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
752 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
753 else if(self.impulse >= 1 && self.impulse <= 9)
754 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
755 } // otherwise just clear
758 maxspd_mod = self.spectatorspeed;
761 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
762 if(self.speed != spd)
766 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
767 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
768 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
769 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
772 maxspd_mod *= swampspd_mod; // only one common speed modder please!
775 // if dead, behave differently
779 if (!self.fixangle && !g_bugrigs)
782 self.angles_y = self.v_angle_y;
786 if(self.flags & FL_ONGROUND)
791 if(self.waterlevel < WATERLEVEL_SWIMMING)
792 if(time >= self.ladder_time)
795 self.nextstep = time + 0.3 + random() * 0.1;
796 trace_dphitq3surfaceflags = 0;
797 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
798 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
800 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
801 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
803 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
811 if(self.classname == "player")
815 self.flags &~= FL_ONGROUND;
816 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
817 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
818 self.flags |= FL_ONGROUND;
821 if (self.BUTTON_JUMP)
824 self.flags |= FL_JUMPRELEASED;
826 if (self.waterlevel == WATERLEVEL_SWIMMING)
830 if (self.flags & FL_WATERJUMP )
832 self.velocity_x = self.movedir_x;
833 self.velocity_y = self.movedir_y;
834 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
836 self.flags &~= FL_WATERJUMP;
837 self.teleport_time = 0;
840 else if (g_bugrigs && self.classname == "player")
844 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
846 // noclipping or flying
847 self.flags &~= FL_ONGROUND;
849 self.velocity = self.velocity * (1 - frametime * sv_friction);
850 makevectors(self.v_angle);
851 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
852 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
854 wishdir = normalize(wishvel);
855 wishspeed = vlen(wishvel);
856 if (wishspeed > sv_maxspeed*maxspd_mod)
857 wishspeed = sv_maxspeed*maxspd_mod;
858 if (time >= self.teleport_time)
859 PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
861 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
864 self.flags &~= FL_ONGROUND;
866 makevectors(self.v_angle);
867 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
868 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
869 if (wishvel == '0 0 0')
870 wishvel = '0 0 -60'; // drift towards bottom
872 wishdir = normalize(wishvel);
873 wishspeed = vlen(wishvel);
874 if (wishspeed > sv_maxspeed*maxspd_mod)
875 wishspeed = sv_maxspeed*maxspd_mod;
876 wishspeed = wishspeed * 0.7;
879 self.velocity = self.velocity * (1 - frametime * sv_friction);
881 // water acceleration
882 PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
884 else if (time < self.ladder_time)
886 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
887 self.flags &~= FL_ONGROUND;
889 self.velocity = self.velocity * (1 - frametime * sv_friction);
890 makevectors(self.v_angle);
891 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
892 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
894 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
896 self.velocity_z = self.velocity_z + sv_gravity * frametime;
897 if (self.ladder_entity.classname == "func_water")
900 if (f > self.ladder_entity.speed)
901 wishvel = wishvel * (self.ladder_entity.speed / f);
903 self.watertype = self.ladder_entity.skin;
904 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
905 if ((self.origin_z + self.view_ofs_z) < f)
906 self.waterlevel = WATERLEVEL_SUBMERGED;
907 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
908 self.waterlevel = WATERLEVEL_SWIMMING;
909 else if ((self.origin_z + self.mins_z + 1) < f)
910 self.waterlevel = WATERLEVEL_WETFEET;
913 self.waterlevel = WATERLEVEL_NONE;
914 self.watertype = CONTENT_EMPTY;
918 wishdir = normalize(wishvel);
919 wishspeed = vlen(wishvel);
920 if (wishspeed > sv_maxspeed*maxspd_mod)
921 wishspeed = sv_maxspeed*maxspd_mod;
922 if (time >= self.teleport_time)
924 // water acceleration
925 PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
928 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
930 //makevectors(self.v_angle_y * '0 1 0');
931 makevectors(self.v_angle);
932 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
933 // add remaining speed as Z component
934 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
936 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
937 // add the unused velocity as up component
940 // if(self.BUTTON_JUMP)
941 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
943 // it is now normalized, so...
944 float a_side, a_up, a_add, a_diff;
945 a_side = cvar("g_jetpack_acceleration_side");
946 a_up = cvar("g_jetpack_acceleration_up");
947 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
956 //////////////////////////////////////////////////////////////////////////////////////
957 // finding the maximum over all vectors of above form
958 // with wishvel having an absolute value of 1
959 //////////////////////////////////////////////////////////////////////////////////////
960 // we're finding the maximum over
961 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
962 // for z in the range from -1 to 1
963 //////////////////////////////////////////////////////////////////////////////////////
964 // maximum is EITHER attained at the single extreme point:
965 a_diff = a_side * a_side - a_up * a_up;
968 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
969 if(f > -1 && f < 1) // can it be attained?
971 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
975 // OR attained at z = 1:
976 f = (a_up + a_add) * (a_up + a_add);
982 // OR attained at z = -1:
983 f = (a_up - a_add) * (a_up - a_add);
990 //////////////////////////////////////////////////////////////////////////////////////
992 //print("best possible acceleration: ", ftos(best), "\n");
995 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
996 if(wishvel_z - sv_gravity > 0)
997 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
999 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1002 fvel = vlen(wishvel);
1005 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1007 fvel = min(1, vlen(wishvel) / best);
1008 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1009 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1013 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1015 if (f > 0 && wishvel != '0 0 0')
1017 self.velocity = self.velocity + wishvel * f * frametime;
1018 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1019 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1020 self.flags &~= FL_ONGROUND;
1021 self.items |= IT_USING_JETPACK;
1023 // jetpack also inhibits health regeneration, but only for 1 second
1024 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1027 else if (self.flags & FL_ONGROUND)
1029 // we get here if we ran out of ammo
1030 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1031 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1034 makevectors(self.v_angle_y * '0 1 0');
1035 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1037 if(!(self.lastflags & FL_ONGROUND))
1039 if(cvar("speedmeter"))
1040 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1041 if(self.lastground < time - 0.3)
1042 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1043 if(self.jumppadcount > 1)
1044 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1045 self.jumppadcount = 0;
1048 #ifdef LETS_TEST_FTEQCC
1049 if(self.velocity_x || self.velocity_y)
1067 if (f < sv_stopspeed)
1068 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1070 f = 1 - frametime * sv_friction;
1072 self.velocity = self.velocity * f;
1074 self.velocity = '0 0 0';
1078 wishdir = normalize(wishvel);
1079 wishspeed = vlen(wishvel);
1080 if (wishspeed > sv_maxspeed*maxspd_mod)
1081 wishspeed = sv_maxspeed*maxspd_mod;
1083 wishspeed = wishspeed * 0.5;
1084 if (time >= self.teleport_time)
1085 PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1089 // we get here if we ran out of ammo
1090 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1091 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1095 maxairspd = sv_maxairspeed*maxspd_mod;
1096 airaccel = sv_airaccelerate*maxspd_mod;
1100 maxairspd = sv_maxairspeed;
1101 airaccel = sv_airaccelerate;
1104 makevectors(self.v_angle_y * '0 1 0');
1105 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1107 wishdir = normalize(wishvel);
1108 wishspeed = vlen(wishvel);
1109 if (wishspeed > maxairspd)
1110 wishspeed = maxairspd;
1112 wishspeed = wishspeed * 0.5;
1113 if (time >= self.teleport_time)
1119 airaccelqw = sv_airaccel_qw;
1120 accelerating = (self.velocity * wishdir > 0);
1121 wishspeed2 = wishspeed;
1124 if(sv_airstopaccelerate)
1125 if(self.velocity * wishdir < 0)
1126 airaccel = sv_airstopaccelerate*maxspd_mod;
1127 if(self.movement_x == 0 && self.movement_y != 0)
1129 if(sv_maxairstrafespeed)
1131 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1132 if(sv_maxairstrafespeed < sv_maxairspeed)
1135 if(sv_airstrafeaccelerate)
1137 airaccel = sv_airstrafeaccelerate*maxspd_mod;
1138 if(sv_airstrafeaccelerate > sv_airaccelerate)
1144 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1145 PM_AirAccelerate(wishdir, wishspeed);
1147 PM_Accelerate(wishdir, wishspeed, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1150 CPM_PM_Aircontrol(wishdir, wishspeed2);
1155 if(self.flags & FL_ONGROUND)
1156 self.lastground = time;
1158 self.lastflags = self.flags;
1159 self.lastclassname = self.classname;