]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/cl_physics.c
- fixed sv_maxspeed bug crazy.flash reported
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_physics.c
1 float sv_accelerate;
2 float sv_maxairspeed;
3 float sv_friction;
4 float sv_maxspeed;
5 float sv_stopspeed;
6 float sv_gravity;
7 .float ladder_time;
8 .entity ladder_entity;
9 .float gravity;
10 .float swamp_slowdown;
11 .float lastflags;
12
13 void Nixnex_GiveCurrentWeapon();
14 void SV_PlayerPhysics()
15 {
16         local vector wishvel, wishdir, v;
17         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
18         string temps;
19
20         Nixnex_GiveCurrentWeapon();
21
22         // MauveBot_AI();
23         if (clienttype(self) == CLIENTTYPE_BOT)
24         {
25                 if (self.bot_type == BOT_TYPE_MAUVEBOT || self.bot_type == BOT_TYPE_AUTOMAUVE)
26                         MauveBot_AI();
27                 else if (self.bot_type == BOT_TYPE_URREBOT || self.bot_type == BOT_TYPE_AUTOURRE)
28                         UrreBotThink();
29         }
30
31         if (self.movetype == MOVETYPE_NONE)
32                 return;
33
34         if (self.punchangle != '0 0 0')
35         {
36                 f = vlen(self.punchangle) - 10 * frametime;
37                 if (f > 0)
38                         self.punchangle = normalize(self.punchangle) * f;
39                 else
40                         self.punchangle = '0 0 0';
41         }
42
43         if (self.punchvector != '0 0 0')
44         {
45                 f = vlen(self.punchvector) - 30 * frametime;
46                 if (f > 0)
47                         self.punchvector = normalize(self.punchvector) * f;
48                 else
49                         self.punchvector = '0 0 0';
50         }
51
52         maxspd_mod = 1;
53
54         if(cvar("g_runematch"))
55         {
56                 if(self.runes & RUNE_SPEED)
57                 {
58                         if(self.runes & CURSE_SLOW)
59                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
60                         else
61                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
62                 }
63                 else if(self.runes & CURSE_SLOW)
64                 {
65                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
66                 }
67         }
68
69         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
70         {
71                 maxspd_mod = cvar("g_balance_rune_speed_moverate");
72         }
73
74         swampspd_mod = 1;
75         if(self.in_swamp) {
76                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
77         }
78
79
80         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
81
82         if(self.speed != spd)
83         {
84                 self.speed = spd;
85                 temps = ftos(spd);
86                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
87                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
88                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
89                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
90
91                 temps = ftos(sv_accelerate * maxspd_mod);
92                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
93         }
94
95         // if dead, behave differently
96         if (self.deadflag)
97                 return;
98
99         if (!self.fixangle)
100         {
101                 self.angles_x = 0;
102                 self.angles_y = self.v_angle_y;
103                 self.angles_z = 0;
104         }
105
106         if (self.flags & FL_WATERJUMP )
107         {
108                 self.velocity_x = self.movedir_x;
109                 self.velocity_y = self.movedir_y;
110                 if (time > self.teleport_time || self.waterlevel == 0)
111                 {
112                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
113                         self.teleport_time = 0;
114                 }
115         }
116         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
117         {
118                 // noclipping or flying
119                 self.flags = self.flags - (self.flags & FL_ONGROUND);
120
121                 self.velocity = self.velocity * (1 - frametime * sv_friction);
122                 makevectors(self.v_angle);
123                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
124                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
125                 // acceleration
126                 wishdir = normalize(wishvel);
127                 wishspeed = vlen(wishvel);
128                 if (wishspeed > sv_maxspeed*maxspd_mod)
129                         wishspeed = sv_maxspeed*maxspd_mod;
130                 if (time >= self.teleport_time)
131                 {
132                         f = wishspeed - (self.velocity * wishdir);
133                         if (f > 0)
134                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
135                 }
136         }
137         else if (self.waterlevel >= 2)
138         {
139                 // swimming
140                 self.flags = self.flags - (self.flags & FL_ONGROUND);
141
142                 makevectors(self.v_angle);
143                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
144                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
145                 if (wishvel == '0 0 0')
146                         wishvel = '0 0 -60'; // drift towards bottom
147
148                 wishdir = normalize(wishvel);
149                 wishspeed = vlen(wishvel);
150                 if (wishspeed > sv_maxspeed*maxspd_mod)
151                         wishspeed = sv_maxspeed*maxspd_mod;
152                 wishspeed = wishspeed * 0.7;
153
154                 // water friction
155                 self.velocity = self.velocity * (1 - frametime * sv_friction);
156
157                 // water acceleration
158                 f = wishspeed - (self.velocity * wishdir);
159                 if (f > 0)
160                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
161         }
162         else if (time < self.ladder_time)
163         {
164                 // on a func_ladder or swimming in func_water
165                 self.flags = self.flags - (self.flags & FL_ONGROUND);
166
167                 self.velocity = self.velocity * (1 - frametime * sv_friction);
168                 makevectors(self.v_angle);
169                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
170                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
171                 if (self.gravity)
172                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
173                 else
174                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
175                 if (self.ladder_entity.classname == "func_water")
176                 {
177                         f = vlen(wishvel);
178                         if (f > self.ladder_entity.speed)
179                                 wishvel = wishvel * (self.ladder_entity.speed / f);
180
181                         self.watertype = self.ladder_entity.skin;
182                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
183                         if ((self.origin_z + self.view_ofs_z) < f)
184                                 self.waterlevel = 3;
185                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
186                                 self.waterlevel = 2;
187                         else if ((self.origin_z + self.mins_z + 1) < f)
188                                 self.waterlevel = 1;
189                         else
190                         {
191                                 self.waterlevel = 0;
192                                 self.watertype = CONTENT_EMPTY;
193                         }
194                 }
195                 // acceleration
196                 wishdir = normalize(wishvel);
197                 wishspeed = vlen(wishvel);
198                 if (wishspeed > sv_maxspeed)
199                         wishspeed = sv_maxspeed;
200                 if (time >= self.teleport_time)
201                 {
202                         f = wishspeed - (self.velocity * wishdir);
203                         if (f > 0)
204                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
205                 }
206         }
207         else if (self.flags & FL_ONGROUND)
208         {
209                 // walking
210                 makevectors(self.v_angle_y * '0 1 0');
211                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
212
213                 if(!(self.lastflags & FL_ONGROUND))
214                 {
215                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
216                         self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
217                 }
218
219                 if (self.velocity_x || self.velocity_y)
220                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
221                 {
222                         v = self.velocity;
223                         v_z = 0;
224                         f = vlen(v);
225                         if (f < sv_stopspeed)
226                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
227                         else
228                                 f = 1 - frametime * sv_friction;
229                         if (f > 0)
230                                 self.velocity = self.velocity * f;
231                         else
232                                 self.velocity = '0 0 0';
233                 }
234                 // acceleration
235                 wishdir = normalize(wishvel);
236                 wishspeed = vlen(wishvel);
237                 if (wishspeed > sv_maxspeed*maxspd_mod)
238                         wishspeed = sv_maxspeed*maxspd_mod;
239                 if (self.crouch)
240                         wishspeed = wishspeed * 0.5;
241                 if (time >= self.teleport_time)
242                 {
243                         f = wishspeed - (self.velocity * wishdir);
244                         if (f > 0)
245                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
246                 }
247         }
248         else
249         {
250                 if(maxspd_mod < 1)
251                 {
252                         maxairspd = sv_maxairspeed*maxspd_mod;
253                         airaccel = sv_accelerate*maxspd_mod;
254                 }
255                 else
256                 {
257                         maxairspd = sv_maxairspeed;
258                         airaccel = sv_accelerate;
259                 }
260                 // airborn
261                 makevectors(self.v_angle_y * '0 1 0');
262                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
263                 // acceleration
264                 wishdir = normalize(wishvel);
265                 wishspeed = vlen(wishvel);
266                 if (wishspeed > maxairspd)
267                         wishspeed = maxairspd;
268                 if (self.crouch)
269                         wishspeed = wishspeed * 0.5;
270                 if (time >= self.teleport_time)
271                 {
272                         f = wishspeed;// - (self.velocity * wishdir);
273                         if (f > 0)
274                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
275                 }
276         }
277         self.lastflags = self.flags;
278 };