4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
17 #define SHTEST_DELTA 15
19 .float shtest_accumulator;
25 When you press the jump key
28 void PlayerJump (void)
32 mjumpheight = cvar("sv_jumpvelocity");
33 if (self.waterlevel >= 2)
35 if (self.watertype == CONTENT_WATER)
36 self.velocity_z = 200;
37 else if (self.watertype == CONTENT_SLIME)
46 if (!(self.flags & FL_ONGROUND))
49 if (!(self.flags & FL_JUMPRELEASED))
54 if(self.runes & RUNE_SPEED)
56 if(self.runes & CURSE_SLOW)
57 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
59 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
61 else if(self.runes & CURSE_SLOW)
63 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
67 if(g_minstagib && (self.items & IT_INVINCIBLE))
69 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
72 self.velocity_z = self.velocity_z + mjumpheight;
73 self.oldvelocity_z = self.velocity_z;
75 self.flags = self.flags - FL_ONGROUND;
76 self.flags = self.flags - FL_JUMPRELEASED;
79 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
81 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
84 void() CheckWaterJump =
86 local vector start, end;
88 // check for a jump-out-of-water
89 makevectors (self.angles);
91 start_z = start_z + 8;
94 end = start + v_forward*24;
95 traceline (start, end, TRUE, self);
96 if (trace_fraction < 1)
98 start_z = start_z + self.maxs_z - 8;
99 end = start + v_forward*24;
100 self.movedir = trace_plane_normal * -50;
101 traceline (start, end, TRUE, self);
102 if (trace_fraction == 1)
103 { // open at eye level
104 self.flags = self.flags | FL_WATERJUMP;
105 self.velocity_z = 225;
106 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
107 self.teleport_time = time + 2; // safety net
113 .vector movement_old;
116 void Nixnex_GiveCurrentWeapon();
117 void SV_PlayerPhysics()
119 local vector wishvel, wishdir, v;
120 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
123 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;
124 if(buttons != self.buttons_old)
125 self.parm_idlesince = time;
126 self.buttons_old = buttons;
128 if(self.movement != self.movement_old)
129 self.parm_idlesince = time;
130 self.movement_old = self.movement;
132 if(time > self.shtest_next)
134 if(self.shtest_next > 0)
136 // self.shtest_accumulator:
137 // started at time - SHTEST_DELTA
138 // should be at SHTEST_DELTA
139 shtest_score = self.shtest_accumulator / SHTEST_DELTA;
140 if(shtest_score > 1.2)
141 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
142 else if(cvar("developer_shtest"))
143 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
145 self.shtest_next = time + SHTEST_DELTA;
146 self.shtest_accumulator = 0;
148 self.shtest_accumulator += frametime;
150 if (clienttype(self) == CLIENTTYPE_BOT)
153 if (self.movetype == MOVETYPE_NONE)
156 if (self.punchangle != '0 0 0')
158 f = vlen(self.punchangle) - 10 * frametime;
160 self.punchangle = normalize(self.punchangle) * f;
162 self.punchangle = '0 0 0';
165 if (self.punchvector != '0 0 0')
167 f = vlen(self.punchvector) - 30 * frametime;
169 self.punchvector = normalize(self.punchvector) * f;
171 self.punchvector = '0 0 0';
178 if(self.runes & RUNE_SPEED)
180 if(self.runes & CURSE_SLOW)
181 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
183 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
185 else if(self.runes & CURSE_SLOW)
187 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
191 if(g_minstagib && (self.items & IT_INVINCIBLE))
193 maxspd_mod = cvar("g_minstagib_speed_moverate");
198 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
201 if(self.flags & FL_NOTARGET)
202 maxspd_mod = cvar("sv_spectator_speed_multiplier");
204 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
206 if(self.speed != spd)
210 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
211 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
212 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
213 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
215 temps = ftos(sv_accelerate * maxspd_mod);
216 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
219 // if dead, behave differently
226 self.angles_y = self.v_angle_y;
230 if(self.classname == "player")
235 self.flags = self.flags | FL_JUMPRELEASED;
237 if (self.waterlevel == 2)
241 if (self.flags & FL_WATERJUMP )
243 self.velocity_x = self.movedir_x;
244 self.velocity_y = self.movedir_y;
245 if (time > self.teleport_time || self.waterlevel == 0)
247 self.flags = self.flags - (self.flags & FL_WATERJUMP);
248 self.teleport_time = 0;
251 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
253 // noclipping or flying
254 self.flags = self.flags - (self.flags & FL_ONGROUND);
256 self.velocity = self.velocity * (1 - frametime * sv_friction);
257 makevectors(self.v_angle);
258 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
259 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
261 wishdir = normalize(wishvel);
262 wishspeed = vlen(wishvel);
263 if (wishspeed > sv_maxspeed*maxspd_mod)
264 wishspeed = sv_maxspeed*maxspd_mod;
265 if (time >= self.teleport_time)
267 f = wishspeed - (self.velocity * wishdir);
269 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
272 else if (self.waterlevel >= 2)
275 self.flags = self.flags - (self.flags & FL_ONGROUND);
277 makevectors(self.v_angle);
278 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
279 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
280 if (wishvel == '0 0 0')
281 wishvel = '0 0 -60'; // drift towards bottom
283 wishdir = normalize(wishvel);
284 wishspeed = vlen(wishvel);
285 if (wishspeed > sv_maxspeed*maxspd_mod)
286 wishspeed = sv_maxspeed*maxspd_mod;
287 wishspeed = wishspeed * 0.7;
290 self.velocity = self.velocity * (1 - frametime * sv_friction);
292 // water acceleration
293 f = wishspeed - (self.velocity * wishdir);
295 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
297 else if (time < self.ladder_time)
299 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
300 self.flags = self.flags - (self.flags & FL_ONGROUND);
302 self.velocity = self.velocity * (1 - frametime * sv_friction);
303 makevectors(self.v_angle);
304 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
305 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
307 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
309 self.velocity_z = self.velocity_z + sv_gravity * frametime;
310 if (self.ladder_entity.classname == "func_water")
313 if (f > self.ladder_entity.speed)
314 wishvel = wishvel * (self.ladder_entity.speed / f);
316 self.watertype = self.ladder_entity.skin;
317 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
318 if ((self.origin_z + self.view_ofs_z) < f)
320 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
322 else if ((self.origin_z + self.mins_z + 1) < f)
327 self.watertype = CONTENT_EMPTY;
331 wishdir = normalize(wishvel);
332 wishspeed = vlen(wishvel);
333 if (wishspeed > sv_maxspeed)
334 wishspeed = sv_maxspeed;
335 if (time >= self.teleport_time)
337 f = wishspeed - (self.velocity * wishdir);
339 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
342 else if (self.flags & FL_ONGROUND)
345 makevectors(self.v_angle_y * '0 1 0');
346 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
348 if(!(self.lastflags & FL_ONGROUND))
350 if(cvar("speedmeter"))
351 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
352 if(self.lastground < time - 0.3)
353 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
354 if(self.jumppadcount > 1)
355 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
356 self.jumppadcount = 0;
359 if (self.velocity_x || self.velocity_y)
360 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
365 if (f < sv_stopspeed)
366 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
368 f = 1 - frametime * sv_friction;
370 self.velocity = self.velocity * f;
372 self.velocity = '0 0 0';
375 wishdir = normalize(wishvel);
376 wishspeed = vlen(wishvel);
377 if (wishspeed > sv_maxspeed*maxspd_mod)
378 wishspeed = sv_maxspeed*maxspd_mod;
380 wishspeed = wishspeed * 0.5;
381 if (time >= self.teleport_time)
383 f = wishspeed - (self.velocity * wishdir);
385 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
392 maxairspd = sv_maxairspeed*maxspd_mod;
393 airaccel = sv_airaccelerate*maxspd_mod;
397 maxairspd = sv_maxairspeed;
398 airaccel = sv_airaccelerate;
401 makevectors(self.v_angle_y * '0 1 0');
402 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
404 wishdir = normalize(wishvel);
405 wishspeed = vlen(wishvel);
406 if (wishspeed > maxairspd)
407 wishspeed = maxairspd;
409 wishspeed = wishspeed * 0.5;
410 if (time >= self.teleport_time)
412 // NOTE: this does the same as the commented out old code if:
414 // sv_airaccel_sideways_friction 0
419 vel_straight = self.velocity * wishdir;
420 vel_z = self.velocity_z;
421 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
423 f = wishspeed - vel_straight;
425 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
427 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
429 // anti-sideways friction to fix QW-style bunnyhopping
430 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
432 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
435 f = wishspeed;// - (self.velocity * wishdir);
437 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
442 if(self.flags & FL_ONGROUND)
443 self.lastground = time;
445 self.lastflags = self.flags;