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The laser got a small viewkick
[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, swapspd_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 = maxspd_mod * cvar("g_balance_rune_speed_moverate");
72         }
73
74         swapspd_mod = 1;
75         if(self.in_swamp != 0) {
76                 swapspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
77         }
78
79
80         spd = sv_maxspeed * maxspd_mod;
81         spd = sv_maxspeed * swapspd_mod;
82
83         if(self.speed != spd)
84         {
85                 self.speed = spd;
86                 temps = ftos(spd);
87                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
88                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
89                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
90                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
91
92                 temps = ftos(sv_accelerate * maxspd_mod);
93                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
94         }
95
96         // if dead, behave differently
97         if (self.deadflag)
98                 return;
99
100         if (!self.fixangle)
101         {
102                 self.angles_x = 0;
103                 self.angles_y = self.v_angle_y;
104                 self.angles_z = 0;
105         }
106
107         if (self.flags & FL_WATERJUMP )
108         {
109                 self.velocity_x = self.movedir_x;
110                 self.velocity_y = self.movedir_y;
111                 if (time > self.teleport_time || self.waterlevel == 0)
112                 {
113                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
114                         self.teleport_time = 0;
115                 }
116         }
117         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
118         {
119                 // noclipping or flying
120                 self.flags = self.flags - (self.flags & FL_ONGROUND);
121
122                 self.velocity = self.velocity * (1 - frametime * sv_friction);
123                 makevectors(self.v_angle);
124                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
125                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
126                 // acceleration
127                 wishdir = normalize(wishvel);
128                 wishspeed = vlen(wishvel);
129                 if (wishspeed > sv_maxspeed*maxspd_mod)
130                         wishspeed = sv_maxspeed*maxspd_mod;
131                 if (time >= self.teleport_time)
132                 {
133                         f = wishspeed - (self.velocity * wishdir);
134                         if (f > 0)
135                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
136                 }
137         }
138         else if (self.waterlevel >= 2)
139         {
140                 // swimming
141                 self.flags = self.flags - (self.flags & FL_ONGROUND);
142
143                 makevectors(self.v_angle);
144                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
145                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
146                 if (wishvel == '0 0 0')
147                         wishvel = '0 0 -60'; // drift towards bottom
148
149                 wishdir = normalize(wishvel);
150                 wishspeed = vlen(wishvel);
151                 if (wishspeed > sv_maxspeed*maxspd_mod)
152                         wishspeed = sv_maxspeed*maxspd_mod;
153                 wishspeed = wishspeed * 0.7;
154
155                 // water friction
156                 self.velocity = self.velocity * (1 - frametime * sv_friction);
157
158                 // water acceleration
159                 f = wishspeed - (self.velocity * wishdir);
160                 if (f > 0)
161                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
162         }
163         else if (time < self.ladder_time)
164         {
165                 // on a func_ladder or swimming in func_water
166                 self.flags = self.flags - (self.flags & FL_ONGROUND);
167
168                 self.velocity = self.velocity * (1 - frametime * sv_friction);
169                 makevectors(self.v_angle);
170                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
171                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
172                 if (self.gravity)
173                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
174                 else
175                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
176                 if (self.ladder_entity.classname == "func_water")
177                 {
178                         f = vlen(wishvel);
179                         if (f > self.ladder_entity.speed)
180                                 wishvel = wishvel * (self.ladder_entity.speed / f);
181
182                         self.watertype = self.ladder_entity.skin;
183                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
184                         if ((self.origin_z + self.view_ofs_z) < f)
185                                 self.waterlevel = 3;
186                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
187                                 self.waterlevel = 2;
188                         else if ((self.origin_z + self.mins_z + 1) < f)
189                                 self.waterlevel = 1;
190                         else
191                         {
192                                 self.waterlevel = 0;
193                                 self.watertype = CONTENT_EMPTY;
194                         }
195                 }
196                 // acceleration
197                 wishdir = normalize(wishvel);
198                 wishspeed = vlen(wishvel);
199                 if (wishspeed > sv_maxspeed)
200                         wishspeed = sv_maxspeed;
201                 if (time >= self.teleport_time)
202                 {
203                         f = wishspeed - (self.velocity * wishdir);
204                         if (f > 0)
205                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
206                 }
207         }
208         else if (self.flags & FL_ONGROUND)
209         {
210                 // walking
211                 makevectors(self.v_angle_y * '0 1 0');
212                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
213
214                 if(!(self.lastflags & FL_ONGROUND))
215                 {
216                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
217                         self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
218                 }
219
220                 if (self.velocity_x || self.velocity_y)
221                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
222                 {
223                         v = self.velocity;
224                         v_z = 0;
225                         f = vlen(v);
226                         if (f < sv_stopspeed)
227                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
228                         else
229                                 f = 1 - frametime * sv_friction;
230                         if (f > 0)
231                                 self.velocity = self.velocity * f;
232                         else
233                                 self.velocity = '0 0 0';
234                 }
235                 // acceleration
236                 wishdir = normalize(wishvel);
237                 wishspeed = vlen(wishvel);
238                 if (wishspeed > sv_maxspeed*maxspd_mod)
239                         wishspeed = sv_maxspeed*maxspd_mod;
240                 if (self.crouch)
241                         wishspeed = wishspeed * 0.5;
242                 if (time >= self.teleport_time)
243                 {
244                         f = wishspeed - (self.velocity * wishdir);
245                         if (f > 0)
246                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
247                 }
248         }
249         else
250         {
251                 if(maxspd_mod < 1)
252                 {
253                         maxairspd = sv_maxairspeed*maxspd_mod;
254                         airaccel = sv_accelerate*maxspd_mod;
255                 }
256                 else
257                 {
258                         maxairspd = sv_maxairspeed;
259                         airaccel = sv_accelerate;
260                 }
261                 // airborn
262                 makevectors(self.v_angle_y * '0 1 0');
263                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
264                 // acceleration
265                 wishdir = normalize(wishvel);
266                 wishspeed = vlen(wishvel);
267                 if (wishspeed > maxairspd)
268                         wishspeed = maxairspd;
269                 if (self.crouch)
270                         wishspeed = wishspeed * 0.5;
271                 if (time >= self.teleport_time)
272                 {
273                         f = wishspeed;// - (self.velocity * wishdir);
274                         if (f > 0)
275                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
276                 }
277         }
278         self.lastflags = self.flags;
279 };