4 float sv_airaccelerate;
8 float sv_airaccel_sideways_friction;
11 .entity ladder_entity;
13 .float swamp_slowdown;
17 .float spectatorspeed;
19 #define SHTEST_DELTA 10
20 #define SHTEST_THRESHOLD 1.1
22 .float shtest_accumulator;
28 When you press the jump key
31 void PlayerJump (void)
35 mjumpheight = cvar("sv_jumpvelocity");
36 if (self.waterlevel >= 2)
38 if (self.watertype == CONTENT_WATER)
39 self.velocity_z = 200;
40 else if (self.watertype == CONTENT_SLIME)
49 if (!(self.flags & FL_ONGROUND))
53 if (!(self.flags & FL_JUMPRELEASED))
58 if(self.runes & RUNE_SPEED)
60 if(self.runes & CURSE_SLOW)
61 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
63 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
65 else if(self.runes & CURSE_SLOW)
67 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
71 if(g_minstagib && (self.items & IT_INVINCIBLE))
73 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
76 self.velocity_z = self.velocity_z + mjumpheight;
77 self.oldvelocity_z = self.velocity_z;
79 self.flags = self.flags - FL_ONGROUND;
80 self.flags = self.flags - FL_JUMPRELEASED;
83 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
85 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
88 PlayerSound(playersound_jump, CHAN_PLAYER, 0);
93 local vector start, end;
95 // check for a jump-out-of-water
96 makevectors (self.angles);
98 start_z = start_z + 8;
100 normalize(v_forward);
101 end = start + v_forward*24;
102 traceline (start, end, TRUE, self);
103 if (trace_fraction < 1)
105 start_z = start_z + self.maxs_z - 8;
106 end = start + v_forward*24;
107 self.movedir = trace_plane_normal * -50;
108 traceline (start, end, TRUE, self);
109 if (trace_fraction == 1)
110 { // open at eye level
111 self.flags = self.flags | FL_WATERJUMP;
112 self.velocity_z = 225;
113 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
114 self.teleport_time = time + 2; // safety net
120 float racecar_angle(float forward, float down)
122 float ret, angle_mult;
130 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
132 angle_mult = forward / (800 + forward);
135 return ret * angle_mult + 360 * (1 - angle_mult);
137 return ret * angle_mult;
140 void RaceCarPhysics()
142 // using this move type for "big rigs"
143 // the engine does not push the entity!
145 float accel, steer, f;
146 vector angles_save, rigvel;
148 angles_save = self.angles;
149 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
150 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
152 if(g_bugrigs_reverse_speeding)
156 // back accel is DIGITAL
157 // to prevent speedhack
167 makevectors(self.angles); // new forward direction!
169 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
171 float myspeed, upspeed, steerfactor, accelfactor;
173 myspeed = self.velocity * v_forward;
174 upspeed = self.velocity * v_up;
176 // responsiveness factor for steering and acceleration
177 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
179 if(myspeed < 0 && g_bugrigs_reverse_spinning)
180 steerfactor = -myspeed * g_bugrigs_steer;
182 steerfactor = -myspeed * f * g_bugrigs_steer;
184 if(myspeed < 0 && g_bugrigs_reverse_speeding)
185 accelfactor = g_bugrigs_accel;
187 accelfactor = f * g_bugrigs_accel;
193 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
197 if(!g_bugrigs_reverse_speeding)
198 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
205 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
209 if(g_bugrigs_reverse_stopping)
212 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
215 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
217 self.angles_y += steer * frametime * steerfactor; // apply steering
218 makevectors(self.angles); // new forward direction!
220 myspeed += accel * accelfactor * frametime;
222 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
226 myspeed = vlen(self.velocity);
228 // responsiveness factor for steering and acceleration
229 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
230 steerfactor = -myspeed * f;
231 self.angles_y += steer * frametime * steerfactor; // apply steering
233 rigvel = self.velocity;
234 makevectors(self.angles); // new forward direction!
237 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air);
239 if(g_bugrigs_planar_movement)
241 vector rigvel_xy, neworigin, up;
244 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
248 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
251 mt = MOVE_NOMONSTERS;
253 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
254 up = trace_endpos - self.origin;
256 // BUG RIGS: align the move to the surface instead of doing collision testing
258 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
261 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
263 if(trace_fraction < 0.5)
266 neworigin = self.origin;
269 neworigin = trace_endpos;
271 if(trace_fraction < 1)
273 // now set angles_x so that the car points parallel to the surface
274 self.angles = vectoangles(
275 '1 0 0' * v_forward_x * trace_plane_normal_z
277 '0 1 0' * v_forward_y * trace_plane_normal_z
279 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
281 self.flags |= FL_ONGROUND;
285 // now set angles_x so that the car points forward, but is tilted in velocity direction
286 self.flags (-) FL_ONGROUND;
289 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
290 self.movetype = MOVETYPE_NOCLIP;
294 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
295 self.velocity = rigvel;
296 self.movetype = MOVETYPE_FLY;
300 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
301 if(trace_fraction != 1)
303 self.angles = vectoangles(
304 '1 0 0' * v_forward_x * trace_plane_normal_z
306 '0 1 0' * v_forward_y * trace_plane_normal_z
308 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
315 vel_local_x = v_forward * self.velocity;
316 vel_local_y = v_right * self.velocity;
317 vel_local_z = v_up * self.velocity;
319 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
320 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
324 vector vf1, vu1, smoothangles;
325 makevectors(self.angles);
326 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
331 makevectors(angles_save);
332 vf1 = vf1 + v_forward * (1 - f);
333 vu1 = vu1 + v_up * (1 - f);
334 smoothangles = vectoangles2(vf1, vu1);
335 self.angles_x = -smoothangles_x;
336 self.angles_z = smoothangles_z;
339 .vector movement_old;
343 void Nixnex_GiveCurrentWeapon();
344 void SV_PlayerPhysics()
346 local vector wishvel, wishdir, v;
347 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
350 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE;
351 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
353 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
354 self.parm_idlesince = time;
356 self.buttons_old = buttons;
357 self.movement_old = self.movement;
358 self.v_angle_old = self.v_angle;
360 if(time > self.shtest_next)
362 if(self.shtest_next > 0)
364 // self.shtest_accumulator:
365 // started at time - SHTEST_DELTA
366 // should be at SHTEST_DELTA
367 shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
368 if(shtest_score > SHTEST_THRESHOLD)
369 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
370 else if(cvar("developer_shtest"))
371 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
373 self.shtest_next = time + SHTEST_DELTA;
374 self.shtest_accumulator = 0;
376 self.shtest_accumulator += frametime;
378 if (clienttype(self) == CLIENTTYPE_BOT)
381 if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
384 if (self.punchangle != '0 0 0')
386 f = vlen(self.punchangle) - 10 * frametime;
388 self.punchangle = normalize(self.punchangle) * f;
390 self.punchangle = '0 0 0';
393 if (self.punchvector != '0 0 0')
395 f = vlen(self.punchvector) - 30 * frametime;
397 self.punchvector = normalize(self.punchvector) * f;
399 self.punchvector = '0 0 0';
406 if(self.runes & RUNE_SPEED)
408 if(self.runes & CURSE_SLOW)
409 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
411 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
413 else if(self.runes & CURSE_SLOW)
415 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
419 if(g_minstagib && (self.items & IT_INVINCIBLE))
421 maxspd_mod = cvar("g_minstagib_speed_moverate");
426 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
429 if(self.flags & FL_NOTARGET)
431 maxspd_mod = cvar("sv_spectator_speed_multiplier");
432 if(!self.spectatorspeed)
433 self.spectatorspeed = maxspd_mod;
434 if(self.impulse && self.impulse <= 19)
436 if(self.lastflags & FL_NOTARGET)
438 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
439 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
440 else if(self.impulse == 11)
441 self.spectatorspeed = maxspd_mod;
442 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
443 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
444 else if(self.impulse >= 1 && self.impulse <= 9)
445 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
446 } // otherwise just clear
449 maxspd_mod = self.spectatorspeed;
452 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
454 if(self.speed != spd)
458 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
459 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
460 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
461 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
463 temps = ftos(sv_accelerate * maxspd_mod);
464 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
467 // if dead, behave differently
471 if (!self.fixangle && !g_bugrigs)
474 self.angles_y = self.v_angle_y;
478 if(self.flags & FL_ONGROUND)
483 if(self.waterlevel < 2)
484 if(time >= self.ladder_time)
487 self.nextstep = time + 0.3 + random() * 0.1;
488 trace_dphitq3surfaceflags = 0;
489 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
490 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
492 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
493 GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
495 GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
503 if(self.classname == "player")
507 self.flags = self.flags - (self.flags & FL_ONGROUND);
508 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
509 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
510 self.flags = self.flags | FL_ONGROUND;
513 if (self.BUTTON_JUMP)
516 self.flags = self.flags | FL_JUMPRELEASED;
518 if (self.waterlevel == 2)
522 if (self.flags & FL_WATERJUMP )
524 self.velocity_x = self.movedir_x;
525 self.velocity_y = self.movedir_y;
526 if (time > self.teleport_time || self.waterlevel == 0)
528 self.flags = self.flags - (self.flags & FL_WATERJUMP);
529 self.teleport_time = 0;
532 else if (g_bugrigs && self.classname == "player")
536 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
538 // noclipping or flying
539 self.flags = self.flags - (self.flags & FL_ONGROUND);
541 self.velocity = self.velocity * (1 - frametime * sv_friction);
542 makevectors(self.v_angle);
543 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
544 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
546 wishdir = normalize(wishvel);
547 wishspeed = vlen(wishvel);
548 if (wishspeed > sv_maxspeed*maxspd_mod)
549 wishspeed = sv_maxspeed*maxspd_mod;
550 if (time >= self.teleport_time)
552 f = wishspeed - (self.velocity * wishdir);
554 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
557 else if (self.waterlevel >= 2)
560 self.flags = self.flags - (self.flags & FL_ONGROUND);
562 makevectors(self.v_angle);
563 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
564 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
565 if (wishvel == '0 0 0')
566 wishvel = '0 0 -60'; // drift towards bottom
568 wishdir = normalize(wishvel);
569 wishspeed = vlen(wishvel);
570 if (wishspeed > sv_maxspeed*maxspd_mod)
571 wishspeed = sv_maxspeed*maxspd_mod;
572 wishspeed = wishspeed * 0.7;
575 self.velocity = self.velocity * (1 - frametime * sv_friction);
577 // water acceleration
578 f = wishspeed - (self.velocity * wishdir);
580 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
582 else if (time < self.ladder_time)
584 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
585 self.flags = self.flags - (self.flags & FL_ONGROUND);
587 self.velocity = self.velocity * (1 - frametime * sv_friction);
588 makevectors(self.v_angle);
589 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
590 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
592 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
594 self.velocity_z = self.velocity_z + sv_gravity * frametime;
595 if (self.ladder_entity.classname == "func_water")
598 if (f > self.ladder_entity.speed)
599 wishvel = wishvel * (self.ladder_entity.speed / f);
601 self.watertype = self.ladder_entity.skin;
602 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
603 if ((self.origin_z + self.view_ofs_z) < f)
605 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
607 else if ((self.origin_z + self.mins_z + 1) < f)
612 self.watertype = CONTENT_EMPTY;
616 wishdir = normalize(wishvel);
617 wishspeed = vlen(wishvel);
618 if (wishspeed > sv_maxspeed)
619 wishspeed = sv_maxspeed;
620 if (time >= self.teleport_time)
622 f = wishspeed - (self.velocity * wishdir);
624 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
627 else if (self.flags & FL_ONGROUND)
630 makevectors(self.v_angle_y * '0 1 0');
631 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
633 if(!(self.lastflags & FL_ONGROUND))
635 if(cvar("speedmeter"))
636 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
637 if(self.lastground < time - 0.3)
638 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
639 if(self.jumppadcount > 1)
640 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
641 self.jumppadcount = 0;
644 if (self.velocity_x || self.velocity_y)
645 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
650 if (f < sv_stopspeed)
651 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
653 f = 1 - frametime * sv_friction;
655 self.velocity = self.velocity * f;
657 self.velocity = '0 0 0';
660 wishdir = normalize(wishvel);
661 wishspeed = vlen(wishvel);
662 if (wishspeed > sv_maxspeed*maxspd_mod)
663 wishspeed = sv_maxspeed*maxspd_mod;
665 wishspeed = wishspeed * 0.5;
666 if (time >= self.teleport_time)
668 f = wishspeed - (self.velocity * wishdir);
670 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
677 maxairspd = sv_maxairspeed*maxspd_mod;
678 airaccel = sv_airaccelerate*maxspd_mod;
682 maxairspd = sv_maxairspeed;
683 airaccel = sv_airaccelerate;
686 makevectors(self.v_angle_y * '0 1 0');
687 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
689 wishdir = normalize(wishvel);
690 wishspeed = vlen(wishvel);
691 if (wishspeed > maxairspd)
692 wishspeed = maxairspd;
694 wishspeed = wishspeed * 0.5;
695 if (time >= self.teleport_time)
697 // NOTE: this does the same as the commented out old code if:
699 // sv_airaccel_sideways_friction 0
704 vel_straight = self.velocity * wishdir;
705 vel_z = self.velocity_z;
706 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
708 f = wishspeed - vel_straight;
710 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
712 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
714 // anti-sideways friction to fix QW-style bunnyhopping
715 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
717 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
720 f = wishspeed;// - (self.velocity * wishdir);
722 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
727 if(self.flags & FL_ONGROUND)
728 self.lastground = time;
730 self.lastflags = self.flags;