4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
17 void Nixnex_GiveCurrentWeapon();
18 void SV_PlayerPhysics()
20 local vector wishvel, wishdir, v;
21 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
24 if (clienttype(self) == CLIENTTYPE_BOT)
27 // doing this HERE because this is called for every client input frame, and
28 // client input frames update this
29 if(self.cursor_trace_ent)
30 if(self.cursor_trace_ent.classname == "player")
31 self.last_trace_player = self.cursor_trace_ent;
33 if (self.movetype == MOVETYPE_NONE)
36 if (self.punchangle != '0 0 0')
38 f = vlen(self.punchangle) - 10 * frametime;
40 self.punchangle = normalize(self.punchangle) * f;
42 self.punchangle = '0 0 0';
45 if (self.punchvector != '0 0 0')
47 f = vlen(self.punchvector) - 30 * frametime;
49 self.punchvector = normalize(self.punchvector) * f;
51 self.punchvector = '0 0 0';
56 if(cvar("g_runematch"))
58 if(self.runes & RUNE_SPEED)
60 if(self.runes & CURSE_SLOW)
61 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
63 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
65 else if(self.runes & CURSE_SLOW)
67 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
71 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
73 maxspd_mod = cvar("g_balance_rune_speed_moverate");
78 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
81 if(self.flags & FL_NOTARGET)
82 maxspd_mod = cvar("sv_spectator_speed_multiplier");
84 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
90 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
91 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
92 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
93 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
95 temps = ftos(sv_accelerate * maxspd_mod);
96 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
99 // if dead, behave differently
106 self.angles_y = self.v_angle_y;
110 if (self.flags & FL_WATERJUMP )
112 self.velocity_x = self.movedir_x;
113 self.velocity_y = self.movedir_y;
114 if (time > self.teleport_time || self.waterlevel == 0)
116 self.flags = self.flags - (self.flags & FL_WATERJUMP);
117 self.teleport_time = 0;
120 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
122 // noclipping or flying
123 self.flags = self.flags - (self.flags & FL_ONGROUND);
125 self.velocity = self.velocity * (1 - frametime * sv_friction);
126 makevectors(self.v_angle);
127 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
128 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
130 wishdir = normalize(wishvel);
131 wishspeed = vlen(wishvel);
132 if (wishspeed > sv_maxspeed*maxspd_mod)
133 wishspeed = sv_maxspeed*maxspd_mod;
134 if (time >= self.teleport_time)
136 f = wishspeed - (self.velocity * wishdir);
138 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
141 else if (self.waterlevel >= 2)
144 self.flags = self.flags - (self.flags & FL_ONGROUND);
146 makevectors(self.v_angle);
147 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
148 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
149 if (wishvel == '0 0 0')
150 wishvel = '0 0 -60'; // drift towards bottom
152 wishdir = normalize(wishvel);
153 wishspeed = vlen(wishvel);
154 if (wishspeed > sv_maxspeed*maxspd_mod)
155 wishspeed = sv_maxspeed*maxspd_mod;
156 wishspeed = wishspeed * 0.7;
159 self.velocity = self.velocity * (1 - frametime * sv_friction);
161 // water acceleration
162 f = wishspeed - (self.velocity * wishdir);
164 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
166 else if (time < self.ladder_time)
168 // on a func_ladder or swimming in func_water
169 self.flags = self.flags - (self.flags & FL_ONGROUND);
171 self.velocity = self.velocity * (1 - frametime * sv_friction);
172 makevectors(self.v_angle);
173 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
174 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
176 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
178 self.velocity_z = self.velocity_z + sv_gravity * frametime;
179 if (self.ladder_entity.classname == "func_water")
182 if (f > self.ladder_entity.speed)
183 wishvel = wishvel * (self.ladder_entity.speed / f);
185 self.watertype = self.ladder_entity.skin;
186 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
187 if ((self.origin_z + self.view_ofs_z) < f)
189 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
191 else if ((self.origin_z + self.mins_z + 1) < f)
196 self.watertype = CONTENT_EMPTY;
200 wishdir = normalize(wishvel);
201 wishspeed = vlen(wishvel);
202 if (wishspeed > sv_maxspeed)
203 wishspeed = sv_maxspeed;
204 if (time >= self.teleport_time)
206 f = wishspeed - (self.velocity * wishdir);
208 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
211 else if (self.flags & FL_ONGROUND)
214 makevectors(self.v_angle_y * '0 1 0');
215 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
217 if(!(self.lastflags & FL_ONGROUND))
219 if(cvar("speedmeter"))
220 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
221 if(self.lastground < time - 0.3)
222 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
223 if(self.jumppadcount > 1)
224 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
225 self.jumppadcount = 0;
228 if (self.velocity_x || self.velocity_y)
229 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
234 if (f < sv_stopspeed)
235 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
237 f = 1 - frametime * sv_friction;
239 self.velocity = self.velocity * f;
241 self.velocity = '0 0 0';
244 wishdir = normalize(wishvel);
245 wishspeed = vlen(wishvel);
246 if (wishspeed > sv_maxspeed*maxspd_mod)
247 wishspeed = sv_maxspeed*maxspd_mod;
249 wishspeed = wishspeed * 0.5;
250 if (time >= self.teleport_time)
252 f = wishspeed - (self.velocity * wishdir);
254 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
261 maxairspd = sv_maxairspeed*maxspd_mod;
262 airaccel = sv_airaccelerate*maxspd_mod;
266 maxairspd = sv_maxairspeed;
267 airaccel = sv_airaccelerate;
270 makevectors(self.v_angle_y * '0 1 0');
271 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
273 wishdir = normalize(wishvel);
274 wishspeed = vlen(wishvel);
275 if (wishspeed > maxairspd)
276 wishspeed = maxairspd;
278 wishspeed = wishspeed * 0.5;
279 if (time >= self.teleport_time)
281 // NOTE: this does the same as the commented out old code if:
283 // sv_airaccel_sideways_friction 0
288 vel_straight = self.velocity * wishdir;
289 vel_z = self.velocity_z;
290 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
292 f = wishspeed - vel_straight;
294 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
296 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
298 // anti-sideways friction to fix QW-style bunnyhopping
299 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
301 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
304 f = wishspeed;// - (self.velocity * wishdir);
306 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
311 if(self.flags & FL_ONGROUND)
312 self.lastground = time;
314 self.lastflags = self.flags;