10 .float swamp_slowdown;
14 void Nixnex_GiveCurrentWeapon();
15 void SV_PlayerPhysics()
17 local vector wishvel, wishdir, v;
18 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
21 Nixnex_GiveCurrentWeapon();
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"));
216 if (self.velocity_x || self.velocity_y)
217 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
222 if (f < sv_stopspeed)
223 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
225 f = 1 - frametime * sv_friction;
227 self.velocity = self.velocity * f;
229 self.velocity = '0 0 0';
232 wishdir = normalize(wishvel);
233 wishspeed = vlen(wishvel);
234 if (wishspeed > sv_maxspeed*maxspd_mod)
235 wishspeed = sv_maxspeed*maxspd_mod;
237 wishspeed = wishspeed * 0.5;
238 if (time >= self.teleport_time)
240 f = wishspeed - (self.velocity * wishdir);
242 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
249 maxairspd = sv_maxairspeed*maxspd_mod;
250 airaccel = sv_accelerate*maxspd_mod;
254 maxairspd = sv_maxairspeed;
255 airaccel = sv_accelerate;
258 makevectors(self.v_angle_y * '0 1 0');
259 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
261 wishdir = normalize(wishvel);
262 wishspeed = vlen(wishvel);
263 if (wishspeed > maxairspd)
264 wishspeed = maxairspd;
266 wishspeed = wishspeed * 0.5;
267 if (time >= self.teleport_time)
269 f = wishspeed;// - (self.velocity * wishdir);
271 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
275 if(self.flags & FL_ONGROUND)
276 self.lastground = time;
278 self.lastflags = self.flags;