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and now it shows the LAST player the crosshair pointed to
[divverent/nexuiz.git] / data / qcsrc / server / cl_physics.qc
1 float sv_accelerate;
2 float sv_friction;
3 float sv_maxspeed;
4 float sv_airaccelerate;
5 float sv_maxairspeed;
6 float sv_stopspeed;
7 float sv_gravity;
8 float sv_airaccel_sideways_friction;
9 float sv_airaccel_qw;
10 .float ladder_time;
11 .entity ladder_entity;
12 .float gravity;
13 .float swamp_slowdown;
14 .float lastflags;
15 .float lastground;
16
17 void Nixnex_GiveCurrentWeapon();
18 void SV_PlayerPhysics()
19 {
20         local vector wishvel, wishdir, v;
21         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
22         string temps;
23         
24         if (clienttype(self) == CLIENTTYPE_BOT)
25                 bot_think();
26
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;
32
33         if (self.movetype == MOVETYPE_NONE)
34                 return;
35
36         if (self.punchangle != '0 0 0')
37         {
38                 f = vlen(self.punchangle) - 10 * frametime;
39                 if (f > 0)
40                         self.punchangle = normalize(self.punchangle) * f;
41                 else
42                         self.punchangle = '0 0 0';
43         }
44
45         if (self.punchvector != '0 0 0')
46         {
47                 f = vlen(self.punchvector) - 30 * frametime;
48                 if (f > 0)
49                         self.punchvector = normalize(self.punchvector) * f;
50                 else
51                         self.punchvector = '0 0 0';
52         }
53
54         maxspd_mod = 1;
55
56         if(cvar("g_runematch"))
57         {
58                 if(self.runes & RUNE_SPEED)
59                 {
60                         if(self.runes & CURSE_SLOW)
61                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
62                         else
63                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
64                 }
65                 else if(self.runes & CURSE_SLOW)
66                 {
67                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
68                 }
69         }
70
71         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
72         {
73                 maxspd_mod = cvar("g_balance_rune_speed_moverate");
74         }
75
76         swampspd_mod = 1;
77         if(self.in_swamp) {
78                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
79         }
80
81         if(self.flags & FL_NOTARGET)
82                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
83
84         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
85
86         if(self.speed != spd)
87         {
88                 self.speed = spd;
89                 temps = ftos(spd);
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"));
94
95                 temps = ftos(sv_accelerate * maxspd_mod);
96                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
97         }
98
99         // if dead, behave differently
100         if (self.deadflag)
101                 return;
102
103         if (!self.fixangle)
104         {
105                 self.angles_x = 0;
106                 self.angles_y = self.v_angle_y;
107                 self.angles_z = 0;
108         }
109
110         if (self.flags & FL_WATERJUMP )
111         {
112                 self.velocity_x = self.movedir_x;
113                 self.velocity_y = self.movedir_y;
114                 if (time > self.teleport_time || self.waterlevel == 0)
115                 {
116                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
117                         self.teleport_time = 0;
118                 }
119         }
120         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
121         {
122                 // noclipping or flying
123                 self.flags = self.flags - (self.flags & FL_ONGROUND);
124
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;
129                 // acceleration
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)
135                 {
136                         f = wishspeed - (self.velocity * wishdir);
137                         if (f > 0)
138                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
139                 }
140         }
141         else if (self.waterlevel >= 2)
142         {
143                 // swimming
144                 self.flags = self.flags - (self.flags & FL_ONGROUND);
145
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
151
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;
157
158                 // water friction
159                 self.velocity = self.velocity * (1 - frametime * sv_friction);
160
161                 // water acceleration
162                 f = wishspeed - (self.velocity * wishdir);
163                 if (f > 0)
164                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
165         }
166         else if (time < self.ladder_time)
167         {
168                 // on a func_ladder or swimming in func_water
169                 self.flags = self.flags - (self.flags & FL_ONGROUND);
170
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;
175                 if (self.gravity)
176                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
177                 else
178                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
179                 if (self.ladder_entity.classname == "func_water")
180                 {
181                         f = vlen(wishvel);
182                         if (f > self.ladder_entity.speed)
183                                 wishvel = wishvel * (self.ladder_entity.speed / f);
184
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)
188                                 self.waterlevel = 3;
189                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
190                                 self.waterlevel = 2;
191                         else if ((self.origin_z + self.mins_z + 1) < f)
192                                 self.waterlevel = 1;
193                         else
194                         {
195                                 self.waterlevel = 0;
196                                 self.watertype = CONTENT_EMPTY;
197                         }
198                 }
199                 // acceleration
200                 wishdir = normalize(wishvel);
201                 wishspeed = vlen(wishvel);
202                 if (wishspeed > sv_maxspeed)
203                         wishspeed = sv_maxspeed;
204                 if (time >= self.teleport_time)
205                 {
206                         f = wishspeed - (self.velocity * wishdir);
207                         if (f > 0)
208                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
209                 }
210         }
211         else if (self.flags & FL_ONGROUND)
212         {
213                 // walking
214                 makevectors(self.v_angle_y * '0 1 0');
215                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
216
217                 if(!(self.lastflags & FL_ONGROUND))
218                 {
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;
226                 }
227
228                 if (self.velocity_x || self.velocity_y)
229                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
230                 {
231                         v = self.velocity;
232                         v_z = 0;
233                         f = vlen(v);
234                         if (f < sv_stopspeed)
235                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
236                         else
237                                 f = 1 - frametime * sv_friction;
238                         if (f > 0)
239                                 self.velocity = self.velocity * f;
240                         else
241                                 self.velocity = '0 0 0';
242                 }
243                 // acceleration
244                 wishdir = normalize(wishvel);
245                 wishspeed = vlen(wishvel);
246                 if (wishspeed > sv_maxspeed*maxspd_mod)
247                         wishspeed = sv_maxspeed*maxspd_mod;
248                 if (self.crouch)
249                         wishspeed = wishspeed * 0.5;
250                 if (time >= self.teleport_time)
251                 {
252                         f = wishspeed - (self.velocity * wishdir);
253                         if (f > 0)
254                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
255                 }
256         }
257         else
258         {
259                 if(maxspd_mod < 1)
260                 {
261                         maxairspd = sv_maxairspeed*maxspd_mod;
262                         airaccel = sv_airaccelerate*maxspd_mod;
263                 }
264                 else
265                 {
266                         maxairspd = sv_maxairspeed;
267                         airaccel = sv_airaccelerate;
268                 }
269                 // airborn
270                 makevectors(self.v_angle_y * '0 1 0');
271                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
272                 // acceleration
273                 wishdir = normalize(wishvel);
274                 wishspeed = vlen(wishvel);
275                 if (wishspeed > maxairspd)
276                         wishspeed = maxairspd;
277                 if (self.crouch)
278                         wishspeed = wishspeed * 0.5;
279                 if (time >= self.teleport_time)
280                 {
281                         // NOTE: this does the same as the commented out old code if:
282                         //   sv_airaccel_qw 0
283                         //   sv_airaccel_sideways_friction 0
284                         
285                         float vel_straight;
286                         float vel_z;
287                         vector vel_perpend;
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';
291
292                         f = wishspeed - vel_straight;
293                         if(f > 0)
294                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
295                         if(wishspeed > 0)
296                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
297
298                         // anti-sideways friction to fix QW-style bunnyhopping
299                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
300
301                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
302
303                         /*
304                         f = wishspeed;// - (self.velocity * wishdir);
305                         if (f > 0)
306                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
307                         */
308                 }
309         }
310
311         if(self.flags & FL_ONGROUND)
312                 self.lastground = time;
313
314         self.lastflags = self.flags;
315 };