11 void SV_PlayerPhysics()
13 local vector wishvel, wishdir, v;
14 local float wishspeed, f;
18 if (self.movetype == MOVETYPE_NONE)
21 if (self.punchangle != '0 0 0')
23 f = vlen(self.punchangle) - 10 * frametime;
25 self.punchangle = normalize(self.punchangle) * f;
27 self.punchangle = '0 0 0';
30 if (self.punchvector != '0 0 0')
32 f = vlen(self.punchvector) - 30 * frametime;
34 self.punchvector = normalize(self.punchvector) * f;
36 self.punchvector = '0 0 0';
39 // if dead, behave differently
46 self.angles_y = self.v_angle_y;
50 if (self.flags & FL_WATERJUMP )
52 self.velocity_x = self.movedir_x;
53 self.velocity_y = self.movedir_y;
54 if (time > self.teleport_time || self.waterlevel == 0)
56 self.flags = self.flags - (self.flags & FL_WATERJUMP);
57 self.teleport_time = 0;
60 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
62 // noclipping or flying
63 self.velocity = self.velocity * (1 - frametime * sv_friction);
64 makevectors(self.v_angle);
65 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
66 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
68 wishdir = normalize(wishvel);
69 wishspeed = vlen(wishvel);
70 if (wishspeed > sv_maxspeed)
71 wishspeed = sv_maxspeed;
72 if (time >= self.teleport_time)
74 f = wishspeed - (self.velocity * wishdir);
76 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
79 else if (self.waterlevel >= 2)
82 makevectors(self.v_angle);
83 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
84 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
85 if (wishvel == '0 0 0')
86 wishvel = '0 0 -60'; // drift towards bottom
88 wishdir = normalize(wishvel);
89 wishspeed = vlen(wishvel);
90 if (wishspeed > sv_maxspeed)
91 wishspeed = sv_maxspeed;
92 wishspeed = wishspeed * 0.7;
95 self.velocity = self.velocity * (1 - frametime * sv_friction);
98 f = wishspeed - (self.velocity * wishdir);
100 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
102 else if (time < self.ladder_time)
104 // on a func_ladder or swimming in func_water
105 self.velocity = self.velocity * (1 - frametime * sv_friction);
106 makevectors(self.v_angle);
107 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
108 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
110 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
112 self.velocity_z = self.velocity_z + sv_gravity * frametime;
113 if (self.ladder_entity.classname == "func_water")
116 if (f > self.ladder_entity.speed)
117 wishvel = wishvel * (self.ladder_entity.speed / f);
119 self.watertype = self.ladder_entity.skin;
120 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
121 if ((self.origin_z + self.view_ofs_z) < f)
123 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
125 else if ((self.origin_z + self.mins_z + 1) < f)
130 self.watertype = CONTENT_EMPTY;
134 wishdir = normalize(wishvel);
135 wishspeed = vlen(wishvel);
136 if (wishspeed > sv_maxspeed)
137 wishspeed = sv_maxspeed;
138 if (time >= self.teleport_time)
140 f = wishspeed - (self.velocity * wishdir);
142 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
145 else if (self.flags & FL_ONGROUND)
148 makevectors(self.v_angle_y * '0 1 0');
149 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
151 if (self.velocity_x || self.velocity_y)
156 if (f < sv_stopspeed)
157 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
159 f = 1 - frametime * sv_friction;
161 self.velocity = self.velocity * f;
163 self.velocity = '0 0 0';
166 wishdir = normalize(wishvel);
167 wishspeed = vlen(wishvel);
168 if (wishspeed > sv_maxspeed)
169 wishspeed = sv_maxspeed;
170 if (self.button5) // crouch
171 wishspeed = wishspeed * 0.5;
172 if (time >= self.teleport_time)
174 f = wishspeed - (self.velocity * wishdir);
176 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
182 makevectors(self.v_angle_y * '0 1 0');
183 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
185 wishdir = normalize(wishvel);
186 wishspeed = vlen(wishvel);
187 if (wishspeed > sv_maxairspeed)
188 wishspeed = sv_maxairspeed;
189 if (self.button5) // crouch
190 wishspeed = wishspeed * 0.5;
191 if (time >= self.teleport_time)
193 f = wishspeed;// - (self.velocity * wishdir);
195 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);