4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
17 .float spectatorspeed;
19 #define SHTEST_DELTA 10
20 #define SHTEST_THRESHOLD 1.1
22 .float shtest_accumulator;
28 When you press the jump key
31 void PlayerJump (void)
35 mjumpheight = cvar("sv_jumpvelocity");
36 if (self.waterlevel >= 2)
38 if (self.watertype == CONTENT_WATER)
39 self.velocity_z = 200;
40 else if (self.watertype == CONTENT_SLIME)
49 if (!(self.flags & FL_ONGROUND))
53 if (!(self.flags & FL_JUMPRELEASED))
58 if(self.runes & RUNE_SPEED)
60 if(self.runes & CURSE_SLOW)
61 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
63 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
65 else if(self.runes & CURSE_SLOW)
67 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
71 if(g_minstagib && (self.items & IT_INVINCIBLE))
73 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
76 self.velocity_z = self.velocity_z + mjumpheight;
77 self.oldvelocity_z = self.velocity_z;
79 self.flags = self.flags - FL_ONGROUND;
80 self.flags = self.flags - FL_JUMPRELEASED;
83 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
85 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
88 PlayerSound(playersound_jump, CHAN_PLAYER, 0);
93 local vector start, end;
95 // check for a jump-out-of-water
96 makevectors (self.angles);
98 start_z = start_z + 8;
100 normalize(v_forward);
101 end = start + v_forward*24;
102 traceline (start, end, TRUE, self);
103 if (trace_fraction < 1)
105 start_z = start_z + self.maxs_z - 8;
106 end = start + v_forward*24;
107 self.movedir = trace_plane_normal * -50;
108 traceline (start, end, TRUE, self);
109 if (trace_fraction == 1)
110 { // open at eye level
111 self.flags = self.flags | FL_WATERJUMP;
112 self.velocity_z = 225;
113 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
114 self.teleport_time = time + 2; // safety net
120 float racecar_angle(float forward, float down)
122 float ret, angle_mult;
130 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
132 angle_mult = forward / (800 + forward);
135 return ret * angle_mult + 360 * (1 - angle_mult);
137 return ret * angle_mult;
140 .vector movement_old;
144 void Nixnex_GiveCurrentWeapon();
145 void SV_PlayerPhysics()
147 local vector wishvel, wishdir, v;
148 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
151 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;
152 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
154 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
155 self.parm_idlesince = time;
157 self.buttons_old = buttons;
158 self.movement_old = self.movement;
159 self.v_angle_old = self.v_angle;
161 if(time > self.shtest_next)
163 if(self.shtest_next > 0)
165 // self.shtest_accumulator:
166 // started at time - SHTEST_DELTA
167 // should be at SHTEST_DELTA
168 shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
169 if(shtest_score > SHTEST_THRESHOLD)
170 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
171 else if(cvar("developer_shtest"))
172 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
174 self.shtest_next = time + SHTEST_DELTA;
175 self.shtest_accumulator = 0;
177 self.shtest_accumulator += frametime;
179 if (clienttype(self) == CLIENTTYPE_BOT)
182 if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
185 if(g_bugrigs && self.movetype == MOVETYPE_WALK)
187 self.disableclientprediction = 1;
188 self.movetype = MOVETYPE_NOCLIP;
191 if (self.punchangle != '0 0 0')
193 f = vlen(self.punchangle) - 10 * frametime;
195 self.punchangle = normalize(self.punchangle) * f;
197 self.punchangle = '0 0 0';
200 if (self.punchvector != '0 0 0')
202 f = vlen(self.punchvector) - 30 * frametime;
204 self.punchvector = normalize(self.punchvector) * f;
206 self.punchvector = '0 0 0';
213 if(self.runes & RUNE_SPEED)
215 if(self.runes & CURSE_SLOW)
216 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
218 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
220 else if(self.runes & CURSE_SLOW)
222 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
226 if(g_minstagib && (self.items & IT_INVINCIBLE))
228 maxspd_mod = cvar("g_minstagib_speed_moverate");
233 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
236 if(self.flags & FL_NOTARGET)
238 maxspd_mod = cvar("sv_spectator_speed_multiplier");
239 if(!self.spectatorspeed)
240 self.spectatorspeed = maxspd_mod;
241 if(self.impulse && self.impulse <= 19)
243 if(self.lastflags & FL_NOTARGET)
245 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
246 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
247 else if(self.impulse == 11)
248 self.spectatorspeed = maxspd_mod;
249 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
250 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
251 else if(self.impulse >= 1 && self.impulse <= 9)
252 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
253 } // otherwise just clear
256 maxspd_mod = self.spectatorspeed;
259 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
261 if(self.speed != spd)
265 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
266 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
267 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
268 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
270 temps = ftos(sv_accelerate * maxspd_mod);
271 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
274 // if dead, behave differently
278 if (!self.fixangle && !g_bugrigs)
281 self.angles_y = self.v_angle_y;
285 if(self.flags & FL_ONGROUND)
290 if(self.waterlevel < 2)
291 if(time >= self.ladder_time)
294 self.nextstep = time + 0.3 + random() * 0.1;
295 trace_dphitq3surfaceflags = 0;
296 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
297 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
299 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
300 GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
302 GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
310 if(self.classname == "player")
314 self.flags = self.flags - (self.flags & FL_ONGROUND);
315 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
316 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
317 self.flags = self.flags | FL_ONGROUND;
320 if (self.BUTTON_JUMP)
323 self.flags = self.flags | FL_JUMPRELEASED;
325 if (self.waterlevel == 2)
329 if (self.flags & FL_WATERJUMP )
331 self.velocity_x = self.movedir_x;
332 self.velocity_y = self.movedir_y;
333 if (time > self.teleport_time || self.waterlevel == 0)
335 self.flags = self.flags - (self.flags & FL_WATERJUMP);
336 self.teleport_time = 0;
339 else if (g_bugrigs && self.classname == "player")
341 // using this move type for "big rigs"
342 // the engine does not push the entity!
344 float accel, steer, myspeed, steerfactor, accelfactor, upspeed, friction;
345 vector neworigin, up, angles_save, rigvel, rigvel_xy;
347 angles_save = self.angles;
348 accel = self.movement_x / sv_maxspeed;
349 steer = self.movement_y / sv_maxspeed;
353 makevectors(self.angles); // new forward direction!
355 if(self.flags & FL_ONGROUND || g_bugrigs == 1)
356 // BUG RIGS: responsive to movement while in air (matches big rigs better where the car is NEVER in air)
357 // g_bugrigs 2 turns off that bug
359 myspeed = self.velocity * v_forward;
360 upspeed = self.velocity * v_up;
362 // responsiveness factor for steering and acceleration
363 f = 1 / (1 + pow(max(0, myspeed / 400), 2));
365 steerfactor = -myspeed * f;
366 accelfactor = f * 800;
368 // BUG RIGS: make friction FAIL if reversing
374 myspeed = max(0, myspeed - frametime * 1000);
377 myspeed = max(0, myspeed - frametime * 50);
378 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
380 // BUG RIGS: stop when reversing and releasing the button
381 if(myspeed < 0 && accel == 0)
384 self.angles_y += steer * frametime * steerfactor; // apply steering
385 makevectors(self.angles); // new forward direction!
387 myspeed += accel * accelfactor * frametime;
389 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
393 myspeed = vlen(self.velocity);
395 // responsiveness factor for steering and acceleration
396 f = 1 / (1 + pow(max(0, myspeed / 400), 2));
397 steerfactor = -myspeed * f;
398 self.angles_y += steer * frametime * steerfactor; // apply steering
400 rigvel = self.velocity;
401 makevectors(self.angles); // new forward direction!
404 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
408 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', MOVE_NORMAL, self);
409 up = trace_endpos - self.origin;
411 // BUG RIGS: align the move to the surface instead of doing collision testing
413 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, MOVE_NORMAL, self);
416 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, MOVE_NORMAL, self);
418 if(trace_fraction < 0.5)
421 neworigin = self.origin;
424 neworigin = trace_endpos;
426 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
428 if(trace_fraction < 1)
430 // now set angles_x so that the car points parallel to the surface
431 self.angles = vectoangles(
432 '1 0 0' * v_forward_x * trace_plane_normal_z
434 '0 1 0' * v_forward_y * trace_plane_normal_z
436 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
438 self.flags |= FL_ONGROUND;
442 // now set angles_x so that the car points forward, but is tilted in velocity direction
445 vel_local_x = v_forward * self.velocity;
446 vel_local_y = v_right * self.velocity;
447 vel_local_z = v_up * self.velocity;
449 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
450 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
452 self.flags (-) FL_ONGROUND;
456 vector vf1, vu1, smoothangles;
457 makevectors(self.angles);
458 vf1 = v_forward * frametime * 5;
460 makevectors(angles_save);
461 vf1 = vf1 + v_forward * (1 - frametime * 5);
462 vu1 = vu1 + v_up * (1 - frametime * 5);
463 smoothangles = vectoangles2(vf1, vu1);
464 self.angles_x = -smoothangles_x;
465 self.angles_z = smoothangles_z;
467 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
469 // noclipping or flying
470 self.flags = self.flags - (self.flags & FL_ONGROUND);
472 self.velocity = self.velocity * (1 - frametime * sv_friction);
473 makevectors(self.v_angle);
474 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
475 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
477 wishdir = normalize(wishvel);
478 wishspeed = vlen(wishvel);
479 if (wishspeed > sv_maxspeed*maxspd_mod)
480 wishspeed = sv_maxspeed*maxspd_mod;
481 if (time >= self.teleport_time)
483 f = wishspeed - (self.velocity * wishdir);
485 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
488 else if (self.waterlevel >= 2)
491 self.flags = self.flags - (self.flags & FL_ONGROUND);
493 makevectors(self.v_angle);
494 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
495 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
496 if (wishvel == '0 0 0')
497 wishvel = '0 0 -60'; // drift towards bottom
499 wishdir = normalize(wishvel);
500 wishspeed = vlen(wishvel);
501 if (wishspeed > sv_maxspeed*maxspd_mod)
502 wishspeed = sv_maxspeed*maxspd_mod;
503 wishspeed = wishspeed * 0.7;
506 self.velocity = self.velocity * (1 - frametime * sv_friction);
508 // water acceleration
509 f = wishspeed - (self.velocity * wishdir);
511 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
513 else if (time < self.ladder_time)
515 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
516 self.flags = self.flags - (self.flags & FL_ONGROUND);
518 self.velocity = self.velocity * (1 - frametime * sv_friction);
519 makevectors(self.v_angle);
520 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
521 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
523 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
525 self.velocity_z = self.velocity_z + sv_gravity * frametime;
526 if (self.ladder_entity.classname == "func_water")
529 if (f > self.ladder_entity.speed)
530 wishvel = wishvel * (self.ladder_entity.speed / f);
532 self.watertype = self.ladder_entity.skin;
533 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
534 if ((self.origin_z + self.view_ofs_z) < f)
536 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
538 else if ((self.origin_z + self.mins_z + 1) < f)
543 self.watertype = CONTENT_EMPTY;
547 wishdir = normalize(wishvel);
548 wishspeed = vlen(wishvel);
549 if (wishspeed > sv_maxspeed)
550 wishspeed = sv_maxspeed;
551 if (time >= self.teleport_time)
553 f = wishspeed - (self.velocity * wishdir);
555 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
558 else if (self.flags & FL_ONGROUND)
561 makevectors(self.v_angle_y * '0 1 0');
562 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
564 if(!(self.lastflags & FL_ONGROUND))
566 if(cvar("speedmeter"))
567 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
568 if(self.lastground < time - 0.3)
569 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
570 if(self.jumppadcount > 1)
571 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
572 self.jumppadcount = 0;
575 if (self.velocity_x || self.velocity_y)
576 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
581 if (f < sv_stopspeed)
582 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
584 f = 1 - frametime * sv_friction;
586 self.velocity = self.velocity * f;
588 self.velocity = '0 0 0';
591 wishdir = normalize(wishvel);
592 wishspeed = vlen(wishvel);
593 if (wishspeed > sv_maxspeed*maxspd_mod)
594 wishspeed = sv_maxspeed*maxspd_mod;
596 wishspeed = wishspeed * 0.5;
597 if (time >= self.teleport_time)
599 f = wishspeed - (self.velocity * wishdir);
601 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
608 maxairspd = sv_maxairspeed*maxspd_mod;
609 airaccel = sv_airaccelerate*maxspd_mod;
613 maxairspd = sv_maxairspeed;
614 airaccel = sv_airaccelerate;
617 makevectors(self.v_angle_y * '0 1 0');
618 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
620 wishdir = normalize(wishvel);
621 wishspeed = vlen(wishvel);
622 if (wishspeed > maxairspd)
623 wishspeed = maxairspd;
625 wishspeed = wishspeed * 0.5;
626 if (time >= self.teleport_time)
628 // NOTE: this does the same as the commented out old code if:
630 // sv_airaccel_sideways_friction 0
635 vel_straight = self.velocity * wishdir;
636 vel_z = self.velocity_z;
637 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
639 f = wishspeed - vel_straight;
641 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
643 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
645 // anti-sideways friction to fix QW-style bunnyhopping
646 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
648 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
651 f = wishspeed;// - (self.velocity * wishdir);
653 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
658 if(self.flags & FL_ONGROUND)
659 self.lastground = time;
661 self.lastflags = self.flags;