7 float sv_airaccel_sideways_friction;
10 .entity ladder_entity;
12 .float swamp_slowdown;
16 void Nixnex_GiveCurrentWeapon();
17 void SV_PlayerPhysics()
19 local vector wishvel, wishdir, v;
20 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
23 if (clienttype(self) == CLIENTTYPE_BOT)
26 if (self.movetype == MOVETYPE_NONE)
29 if (self.punchangle != '0 0 0')
31 f = vlen(self.punchangle) - 10 * frametime;
33 self.punchangle = normalize(self.punchangle) * f;
35 self.punchangle = '0 0 0';
38 if (self.punchvector != '0 0 0')
40 f = vlen(self.punchvector) - 30 * frametime;
42 self.punchvector = normalize(self.punchvector) * f;
44 self.punchvector = '0 0 0';
49 if(cvar("g_runematch"))
51 if(self.runes & RUNE_SPEED)
53 if(self.runes & CURSE_SLOW)
54 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
56 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
58 else if(self.runes & CURSE_SLOW)
60 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
64 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
66 maxspd_mod = cvar("g_balance_rune_speed_moverate");
71 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
75 spd = sv_maxspeed * maxspd_mod * swampspd_mod;
81 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
82 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
83 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
84 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
86 temps = ftos(sv_accelerate * maxspd_mod);
87 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
90 // if dead, behave differently
97 self.angles_y = self.v_angle_y;
101 if (self.flags & FL_WATERJUMP )
103 self.velocity_x = self.movedir_x;
104 self.velocity_y = self.movedir_y;
105 if (time > self.teleport_time || self.waterlevel == 0)
107 self.flags = self.flags - (self.flags & FL_WATERJUMP);
108 self.teleport_time = 0;
111 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
113 // noclipping or flying
114 self.flags = self.flags - (self.flags & FL_ONGROUND);
116 self.velocity = self.velocity * (1 - frametime * sv_friction);
117 makevectors(self.v_angle);
118 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
119 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
121 wishdir = normalize(wishvel);
122 wishspeed = vlen(wishvel);
123 if (wishspeed > sv_maxspeed*maxspd_mod)
124 wishspeed = sv_maxspeed*maxspd_mod;
125 if (time >= self.teleport_time)
127 f = wishspeed - (self.velocity * wishdir);
129 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
132 else if (self.waterlevel >= 2)
135 self.flags = self.flags - (self.flags & FL_ONGROUND);
137 makevectors(self.v_angle);
138 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
139 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
140 if (wishvel == '0 0 0')
141 wishvel = '0 0 -60'; // drift towards bottom
143 wishdir = normalize(wishvel);
144 wishspeed = vlen(wishvel);
145 if (wishspeed > sv_maxspeed*maxspd_mod)
146 wishspeed = sv_maxspeed*maxspd_mod;
147 wishspeed = wishspeed * 0.7;
150 self.velocity = self.velocity * (1 - frametime * sv_friction);
152 // water acceleration
153 f = wishspeed - (self.velocity * wishdir);
155 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
157 else if (time < self.ladder_time)
159 // on a func_ladder or swimming in func_water
160 self.flags = self.flags - (self.flags & FL_ONGROUND);
162 self.velocity = self.velocity * (1 - frametime * sv_friction);
163 makevectors(self.v_angle);
164 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
165 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
167 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
169 self.velocity_z = self.velocity_z + sv_gravity * frametime;
170 if (self.ladder_entity.classname == "func_water")
173 if (f > self.ladder_entity.speed)
174 wishvel = wishvel * (self.ladder_entity.speed / f);
176 self.watertype = self.ladder_entity.skin;
177 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
178 if ((self.origin_z + self.view_ofs_z) < f)
180 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
182 else if ((self.origin_z + self.mins_z + 1) < f)
187 self.watertype = CONTENT_EMPTY;
191 wishdir = normalize(wishvel);
192 wishspeed = vlen(wishvel);
193 if (wishspeed > sv_maxspeed)
194 wishspeed = sv_maxspeed;
195 if (time >= self.teleport_time)
197 f = wishspeed - (self.velocity * wishdir);
199 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
202 else if (self.flags & FL_ONGROUND)
205 makevectors(self.v_angle_y * '0 1 0');
206 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
208 if(!(self.lastflags & FL_ONGROUND))
210 if(cvar("speedmeter"))
211 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
212 if(self.lastground < time - 0.3)
213 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
214 if(self.jumppadcount > 1)
215 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
216 self.jumppadcount = 0;
219 if (self.velocity_x || self.velocity_y)
220 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
225 if (f < sv_stopspeed)
226 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
228 f = 1 - frametime * sv_friction;
230 self.velocity = self.velocity * f;
232 self.velocity = '0 0 0';
235 wishdir = normalize(wishvel);
236 wishspeed = vlen(wishvel);
237 if (wishspeed > sv_maxspeed*maxspd_mod)
238 wishspeed = sv_maxspeed*maxspd_mod;
240 wishspeed = wishspeed * 0.5;
241 if (time >= self.teleport_time)
243 f = wishspeed - (self.velocity * wishdir);
245 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
252 maxairspd = sv_maxairspeed*maxspd_mod;
253 airaccel = sv_accelerate*maxspd_mod;
257 maxairspd = sv_maxairspeed;
258 airaccel = sv_accelerate;
261 makevectors(self.v_angle_y * '0 1 0');
262 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
264 wishdir = normalize(wishvel);
265 wishspeed = vlen(wishvel);
266 if (wishspeed > maxairspd)
267 wishspeed = maxairspd;
269 wishspeed = wishspeed * 0.5;
270 if (time >= self.teleport_time)
272 // NOTE: this does the same as the commented out old code if:
274 // sv_airaccel_sideways_friction 0
279 vel_straight = self.velocity * wishdir;
280 vel_z = self.velocity_z;
281 vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
283 f = wishspeed - vel_straight;
285 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
287 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
289 // anti-sideways friction to fix QW-style bunnyhopping
290 vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
292 self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
295 f = wishspeed;// - (self.velocity * wishdir);
297 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
302 if(self.flags & FL_ONGROUND)
303 self.lastground = time;
305 self.lastflags = self.flags;