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 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
389 float zspeed, xyspeed, dot, k;
391 if(self.movement_x == 0 || self.movement_y != 0)
392 return; // can't control movement if not moving forward or backward
394 zspeed = self.velocity_z;
396 xyspeed = vlen(self.velocity);
397 self.velocity = normalize(self.velocity);
399 dot = self.velocity * wishdir;
401 k *= sv_aircontrol*dot*dot*frametime;
403 if(dot > 0) // we can't change direction while slowing down
404 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
406 self.velocity = self.velocity * xyspeed;
407 self.velocity_z = zspeed;
410 // example config for alternate speed clamping:
411 // sv_airaccel_qw 0.8
412 // sv_airaccel_sideways_friction 0
413 // prvm_globalset server speedclamp_mode 1
415 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
423 float vel_xy_current;
424 float vel_xy_backward, vel_xy_forward;
427 speedclamp = (accelqw < 0);
431 if(cvar("sv_gameplayfix_q2airaccelerate"))
432 wishspeed0 = wishspeed;
434 vel_straight = self.velocity * wishdir;
435 vel_z = self.velocity_z;
436 vel_xy = self.velocity - vel_z * '0 0 1';
437 vel_perpend = vel_xy - vel_straight * wishdir;
439 step = accel * frametime * wishspeed0;
441 vel_xy_current = vlen(vel_xy);
442 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
443 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
444 if(vel_xy_backward < 0)
445 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
447 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
449 if(sidefric < 0 && (vel_perpend*vel_perpend))
450 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
453 f = (1 - frametime * wishspeed * sidefric);
454 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
456 vel_perpend = vel_perpend * f;
458 vel_perpend = vel_perpend * min(1, max(fminimum, f));
461 vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
463 vel_xy = vel_straight * wishdir + vel_perpend;
467 // ensure we don't get too fast or decelerate faster than we should
468 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
469 if(vel_xy_current > 0) // prevent division by zero
470 vel_xy = normalize(vel_xy) * vel_xy_current;
473 self.velocity = vel_xy + vel_z * '0 0 1';
476 void PM_AirAccelerate(vector wishdir, float wishspeed)
478 vector curvel, wishvel, acceldir, curdir;
479 float addspeed, accelspeed, curspeed, f;
485 curvel = self.velocity;
487 curspeed = vlen(curvel);
489 if(wishspeed > curspeed * 1.01)
491 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
495 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
496 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
498 wishvel = wishdir * wishspeed;
499 acceldir = wishvel - curvel;
500 addspeed = vlen(acceldir);
501 acceldir = normalize(acceldir);
503 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
505 if(sv_warsowbunny_backtosideratio < 1)
507 curdir = normalize(curvel);
508 dot = acceldir * curdir;
510 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
513 self.velocity += accelspeed * acceldir;
516 .vector movement_old;
519 .string lastclassname;
521 void Nixnex_GiveCurrentWeapon();
522 .float() PlayerPhysplug;
524 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
525 .float specialcommand_pos;
526 void SpecialCommand()
531 if(!CheatImpulse(99))
532 print("A hollow voice says \"Plugh\".\n");
536 float speedaward_speed;
537 string speedaward_holder;
538 void race_send_speedaward(float msg)
540 // send the best speed of the round
541 WriteByte(msg, SVC_TEMPENTITY);
542 WriteByte(msg, TE_CSQC_RACE);
543 WriteByte(msg, RACE_NET_SPEED_AWARD);
544 WriteShort(msg, floor(speedaward_speed+0.5));
545 WriteString(msg, speedaward_holder);
548 float speedaward_alltimebest;
549 string speedaward_alltimebest_holder;
550 void race_send_speedaward_alltimebest(float msg)
552 // send the best speed
553 WriteByte(msg, SVC_TEMPENTITY);
554 WriteByte(msg, TE_CSQC_RACE);
555 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
556 WriteShort(msg, floor(speedaward_alltimebest+0.5));
557 WriteString(msg, speedaward_alltimebest_holder);
560 string GetMapname(void);
561 float speedaward_lastupdate;
562 float speedaward_lastsent;
563 void SV_PlayerPhysics()
565 local vector wishvel, wishdir, v;
566 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
569 float not_allowed_to_move;
572 if(self.PlayerPhysplug)
573 if(self.PlayerPhysplug())
576 self.race_movetime_frac += frametime;
577 f = floor(self.race_movetime_frac);
578 self.race_movetime_frac -= f;
579 self.race_movetime_count += f;
580 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
584 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);
588 else if(buttons == 1)
590 else if(buttons == 2)
592 else if(buttons == 128)
594 else if(buttons == 256)
596 else if(buttons == 512)
598 else if(buttons == 1024)
603 if(c == substring(specialcommand, self.specialcommand_pos, 1))
605 self.specialcommand_pos += 1;
606 if(self.specialcommand_pos >= strlen(specialcommand))
608 self.specialcommand_pos = 0;
613 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
614 self.specialcommand_pos = 0;
616 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
618 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
619 self.parm_idlesince = time;
621 buttons_prev = self.buttons_old;
622 self.buttons_old = buttons;
623 self.movement_old = self.movement;
624 self.v_angle_old = self.v_angle;
626 if(time < self.nickspamtime)
627 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
629 // slight annoyance for nick change scripts
630 self.movement = -1 * self.movement;
631 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
633 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!
635 self.angles_x = random() * 360;
636 self.angles_y = random() * 360;
637 // at least I'm not forcing retardedview by also assigning to angles_z
642 if (self.punchangle != '0 0 0')
644 f = vlen(self.punchangle) - 10 * frametime;
646 self.punchangle = normalize(self.punchangle) * f;
648 self.punchangle = '0 0 0';
651 if (self.punchvector != '0 0 0')
653 f = vlen(self.punchvector) - 30 * frametime;
655 self.punchvector = normalize(self.punchvector) * f;
657 self.punchvector = '0 0 0';
660 if (clienttype(self) == CLIENTTYPE_BOT)
662 if(playerdemo_read())
667 self.items &~= IT_USING_JETPACK;
669 if(self.classname == "player")
671 if(self.race_penalty)
672 if(time > self.race_penalty)
673 self.race_penalty = 0;
675 not_allowed_to_move = 0;
676 if(self.race_penalty)
677 not_allowed_to_move = 1;
678 if(!cvar("sv_ready_restart_after_countdown"))
679 if(time < game_starttime)
680 not_allowed_to_move = 1;
682 if(not_allowed_to_move)
684 self.velocity = '0 0 0';
685 self.movetype = MOVETYPE_NONE;
686 self.disableclientprediction = 2;
688 else if(self.disableclientprediction == 2)
690 if(self.movetype == MOVETYPE_NONE)
691 self.movetype = MOVETYPE_WALK;
692 self.disableclientprediction = 0;
696 if (self.movetype == MOVETYPE_NONE)
703 if(self.runes & RUNE_SPEED)
705 if(self.runes & CURSE_SLOW)
706 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
708 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
710 else if(self.runes & CURSE_SLOW)
712 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
716 if(g_minstagib && (self.items & IT_INVINCIBLE))
718 maxspd_mod = cvar("g_minstagib_speed_moverate");
721 if(g_nexball && self.ballcarried)
723 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
728 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
731 if(self.classname != "player")
733 maxspd_mod = cvar("sv_spectator_speed_multiplier");
734 if(!self.spectatorspeed)
735 self.spectatorspeed = maxspd_mod;
736 if(self.impulse && self.impulse <= 19)
738 if(self.lastclassname != "player")
740 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
741 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
742 else if(self.impulse == 11)
743 self.spectatorspeed = maxspd_mod;
744 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
745 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
746 else if(self.impulse >= 1 && self.impulse <= 9)
747 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
748 } // otherwise just clear
751 maxspd_mod = self.spectatorspeed;
754 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
755 if(self.speed != spd)
759 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
760 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
761 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
762 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
765 maxspd_mod *= swampspd_mod; // only one common speed modder please!
768 // if dead, behave differently
772 if (!self.fixangle && !g_bugrigs)
775 self.angles_y = self.v_angle_y;
779 if(self.flags & FL_ONGROUND)
784 if(self.waterlevel < WATERLEVEL_SWIMMING)
785 if(time >= self.ladder_time)
788 self.nextstep = time + 0.3 + random() * 0.1;
789 trace_dphitq3surfaceflags = 0;
790 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
791 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
793 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
794 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
796 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
804 if(self.classname == "player")
808 self.flags &~= FL_ONGROUND;
809 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
810 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
811 self.flags |= FL_ONGROUND;
814 if (self.BUTTON_JUMP)
817 self.flags |= FL_JUMPRELEASED;
819 if (self.waterlevel == WATERLEVEL_SWIMMING)
823 if (self.flags & FL_WATERJUMP )
825 self.velocity_x = self.movedir_x;
826 self.velocity_y = self.movedir_y;
827 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
829 self.flags &~= FL_WATERJUMP;
830 self.teleport_time = 0;
833 else if (g_bugrigs && self.classname == "player")
837 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
839 // noclipping or flying
840 self.flags &~= FL_ONGROUND;
842 self.velocity = self.velocity * (1 - frametime * sv_friction);
843 makevectors(self.v_angle);
844 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
845 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
847 wishdir = normalize(wishvel);
848 wishspeed = vlen(wishvel);
849 if (wishspeed > sv_maxspeed*maxspd_mod)
850 wishspeed = sv_maxspeed*maxspd_mod;
851 if (time >= self.teleport_time)
852 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
854 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
857 self.flags &~= FL_ONGROUND;
859 makevectors(self.v_angle);
860 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
861 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
862 if (wishvel == '0 0 0')
863 wishvel = '0 0 -60'; // drift towards bottom
865 wishdir = normalize(wishvel);
866 wishspeed = vlen(wishvel);
867 if (wishspeed > sv_maxspeed*maxspd_mod)
868 wishspeed = sv_maxspeed*maxspd_mod;
869 wishspeed = wishspeed * 0.7;
872 self.velocity = self.velocity * (1 - frametime * sv_friction);
874 // water acceleration
875 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
877 else if (time < self.ladder_time)
879 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
880 self.flags &~= FL_ONGROUND;
882 self.velocity = self.velocity * (1 - frametime * sv_friction);
883 makevectors(self.v_angle);
884 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
885 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
887 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
889 self.velocity_z = self.velocity_z + sv_gravity * frametime;
890 if (self.ladder_entity.classname == "func_water")
893 if (f > self.ladder_entity.speed)
894 wishvel = wishvel * (self.ladder_entity.speed / f);
896 self.watertype = self.ladder_entity.skin;
897 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
898 if ((self.origin_z + self.view_ofs_z) < f)
899 self.waterlevel = WATERLEVEL_SUBMERGED;
900 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
901 self.waterlevel = WATERLEVEL_SWIMMING;
902 else if ((self.origin_z + self.mins_z + 1) < f)
903 self.waterlevel = WATERLEVEL_WETFEET;
906 self.waterlevel = WATERLEVEL_NONE;
907 self.watertype = CONTENT_EMPTY;
911 wishdir = normalize(wishvel);
912 wishspeed = vlen(wishvel);
913 if (wishspeed > sv_maxspeed*maxspd_mod)
914 wishspeed = sv_maxspeed*maxspd_mod;
915 if (time >= self.teleport_time)
917 // water acceleration
918 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
921 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
923 //makevectors(self.v_angle_y * '0 1 0');
924 makevectors(self.v_angle);
925 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
926 // add remaining speed as Z component
927 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
929 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
930 // add the unused velocity as up component
933 // if(self.BUTTON_JUMP)
934 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
936 // it is now normalized, so...
937 float a_side, a_up, a_add, a_diff;
938 a_side = cvar("g_jetpack_acceleration_side");
939 a_up = cvar("g_jetpack_acceleration_up");
940 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
949 //////////////////////////////////////////////////////////////////////////////////////
950 // finding the maximum over all vectors of above form
951 // with wishvel having an absolute value of 1
952 //////////////////////////////////////////////////////////////////////////////////////
953 // we're finding the maximum over
954 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
955 // for z in the range from -1 to 1
956 //////////////////////////////////////////////////////////////////////////////////////
957 // maximum is EITHER attained at the single extreme point:
958 a_diff = a_side * a_side - a_up * a_up;
961 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
962 if(f > -1 && f < 1) // can it be attained?
964 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
968 // OR attained at z = 1:
969 f = (a_up + a_add) * (a_up + a_add);
975 // OR attained at z = -1:
976 f = (a_up - a_add) * (a_up - a_add);
983 //////////////////////////////////////////////////////////////////////////////////////
985 //print("best possible acceleration: ", ftos(best), "\n");
988 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
989 if(wishvel_z - sv_gravity > 0)
990 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
992 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
995 fvel = vlen(wishvel);
998 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1000 fvel = min(1, vlen(wishvel) / best);
1001 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1002 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1006 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1008 if (f > 0 && wishvel != '0 0 0')
1010 self.velocity = self.velocity + wishvel * f * frametime;
1011 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1012 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1013 self.flags &~= FL_ONGROUND;
1014 self.items |= IT_USING_JETPACK;
1016 // jetpack also inhibits health regeneration, but only for 1 second
1017 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1020 else if (self.flags & FL_ONGROUND)
1022 // we get here if we ran out of ammo
1023 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1024 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1027 makevectors(self.v_angle_y * '0 1 0');
1028 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1030 if(!(self.lastflags & FL_ONGROUND))
1032 if(cvar("speedmeter"))
1033 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1034 if(self.lastground < time - 0.3)
1035 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1036 if(self.jumppadcount > 1)
1037 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1038 self.jumppadcount = 0;
1041 #ifdef LETS_TEST_FTEQCC
1042 if(self.velocity_x || self.velocity_y)
1060 if (f < sv_stopspeed)
1061 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1063 f = 1 - frametime * sv_friction;
1065 self.velocity = self.velocity * f;
1067 self.velocity = '0 0 0';
1071 wishdir = normalize(wishvel);
1072 wishspeed = vlen(wishvel);
1073 if (wishspeed > sv_maxspeed*maxspd_mod)
1074 wishspeed = sv_maxspeed*maxspd_mod;
1076 wishspeed = wishspeed * 0.5;
1077 if (time >= self.teleport_time)
1078 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1083 // we get here if we ran out of ammo
1084 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1085 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1089 maxairspd = sv_maxairspeed*maxspd_mod;
1090 airaccel = sv_airaccelerate*maxspd_mod;
1094 maxairspd = sv_maxairspeed;
1095 airaccel = sv_airaccelerate;
1098 makevectors(self.v_angle_y * '0 1 0');
1099 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1101 wishdir = normalize(wishvel);
1102 wishspeed = wishspeed0 = vlen(wishvel);
1103 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1104 wishspeed0 = sv_maxspeed*maxspd_mod;
1105 if (wishspeed > maxairspd)
1106 wishspeed = maxairspd;
1108 wishspeed = wishspeed * 0.5;
1109 if (time >= self.teleport_time)
1115 airaccelqw = sv_airaccel_qw;
1116 accelerating = (self.velocity * wishdir > 0);
1117 wishspeed2 = wishspeed;
1120 if(sv_airstopaccelerate)
1121 if(self.velocity * wishdir < 0)
1122 airaccel = sv_airstopaccelerate*maxspd_mod;
1123 if(self.movement_x == 0 && self.movement_y != 0)
1125 if(sv_maxairstrafespeed)
1127 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1128 if(sv_maxairstrafespeed < sv_maxairspeed)
1131 if(sv_airstrafeaccelerate)
1133 airaccel = sv_airstrafeaccelerate*maxspd_mod;
1134 if(sv_airstrafeaccelerate > sv_airaccelerate)
1140 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1141 PM_AirAccelerate(wishdir, wishspeed);
1143 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1146 CPM_PM_Aircontrol(wishdir, wishspeed2);
1150 if((g_cts || g_race) && self.classname != "observer") {
1151 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1152 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1153 speedaward_holder = self.netname;
1154 speedaward_lastupdate = time;
1156 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1162 race_send_speedaward(MSG_ALL);
1163 speedaward_lastsent = speedaward_speed;
1164 if (speedaward_speed > speedaward_alltimebest) {
1165 speedaward_alltimebest = speedaward_speed;
1166 speedaward_alltimebest_holder = speedaward_holder;
1167 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1168 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1169 race_send_speedaward_alltimebest(MSG_ALL);
1174 if(self.flags & FL_ONGROUND)
1175 self.lastground = time;
1177 self.lastflags = self.flags;
1178 self.lastclassname = self.classname;