}
}
- // set onground
- vector origin1 = this.origin + '0 0 1';
- vector origin2 = this.origin - '0 0 1';
-
- if (ground && autocvar_cl_movement == 3)
- {
- tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
- if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
- {
- SET_ONGROUND(this);
-
- // this code actually "predicts" an impact; so let's clip velocity first
- this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
- }
- else
- UNSET_ONGROUND(this);
- }
-
- if(autocvar_cl_movement == 3)
- {
- // set watertype/waterlevel
- origin1 = this.origin;
- origin1.z += this.mins_z + 1;
- this.waterlevel = WATERLEVEL_NONE;
-
- int thepoint = pointcontents(origin1);
-
- this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
-
- if (this.watertype)
- {
- this.waterlevel = WATERLEVEL_WETFEET;
- origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
- thepoint = pointcontents(origin1);
- if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
- {
- this.waterlevel = WATERLEVEL_SWIMMING;
- origin1.z = this.origin.z + 22;
- thepoint = pointcontents(origin1);
- if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
- this.waterlevel = WATERLEVEL_SUBMERGED;
- }
- }
- }
-
- if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
- pmove_waterjumptime = 0;
+ if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_WATERJUMP_TIME(this) <= 0)
+ PHYS_WATERJUMP_TIME(this) = 0;
#endif
}
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
#endif
}
-
- #ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- {
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- else
- this.velocity_z -= g;
- }
- PM_ClientMovement_Move(this);
- if(autocvar_cl_movement == 3)
- {
- if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- }
- #endif
}
-void PM_walk(entity this, float maxspd_mod)
-{
- if (!WAS_ONGROUND(this))
- {
-#ifdef SVQC
- if (autocvar_speedmeter)
- LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
-#endif
- if (this.lastground < time - 0.3)
- this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
-#ifdef SVQC
- if (this.jumppadcount > 1)
- LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
- this.jumppadcount = 0;
-#endif
- }
-
- // walking
- makevectors(this.v_angle.y * '0 1 0');
- const vector wishvel = v_forward * this.movement.x
- + v_right * this.movement.y;
- // acceleration
- const vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
- if (IS_DUCKED(this)) wishspeed *= 0.5;
-
- // apply edge friction
- const float f2 = vlen2(vec2(this.velocity));
- if (f2 > 0)
- {
- trace_dphitq3surfaceflags = 0;
- tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
- // TODO: apply edge friction
- // apply ground friction
- const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
- ? PHYS_FRICTION_SLICK(this)
- : PHYS_FRICTION(this);
-
- float f = sqrt(f2);
- f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
- f = max(0, f);
- this.velocity *= f;
- /*
- Mathematical analysis time!
-
- Our goal is to invert this mess.
-
- For the two cases we get:
- v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
- = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
- v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
- and
- v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
- v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
-
- These cases would be chosen ONLY if:
- v0 < PHYS_STOPSPEED(this)
- v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
- v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
- and, respectively:
- v0 >= PHYS_STOPSPEED(this)
- v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
- v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
- */
- }
- const float addspeed = wishspeed - this.velocity * wishdir;
- if (addspeed > 0)
- {
- const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
- this.velocity += accelspeed * wishdir;
- }
-}
-
-void PM_air(entity this, float buttons_prev, float maxspd_mod)
-{
- makevectors(this.v_angle.y * '0 1 0');
- vector wishvel = v_forward * this.movement.x
- + v_right * this.movement.y;
- // acceleration
- vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
-
-#ifdef SVQC
- if(time >= PHYS_TELEPORT_TIME(this))
-#elif defined(CSQC)
- if(pmove_waterjumptime <= 0)
-#endif
- {
- float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
-
- // apply air speed limit
- float airaccelqw = PHYS_AIRACCEL_QW(this);
- float wishspeed0 = wishspeed;
- wishspeed = min(wishspeed, maxairspd);
- if (IS_DUCKED(this))
- wishspeed *= 0.5;
- float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
-
- float accelerating = (this.velocity * wishdir > 0);
- float wishspeed2 = wishspeed;
-
- // CPM: air control
- if (PHYS_AIRSTOPACCELERATE(this))
- {
- vector curdir = normalize(vec2(this.velocity));
- airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
- }
- // note that for straight forward jumping:
- // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
- // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
- // -->
- // dv/dt = accel * maxspeed (when slow)
- // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
- // log dv/dt = logaccel + logmaxspeed (when slow)
- // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
- float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
- if (PHYS_MAXAIRSTRAFESPEED(this))
- wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
- if (PHYS_AIRSTRAFEACCELERATE(this))
- airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
- if (PHYS_AIRSTRAFEACCEL_QW(this))
- airaccelqw =
- (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
- *
- (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
- // !CPM
-
- if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
- PM_AirAccelerate(this, wishdir, wishspeed2);
- else {
- float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
- PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
- }
-
- if (PHYS_AIRCONTROL(this))
- CPM_PM_Aircontrol(this, wishdir, wishspeed2);
- }
-}
-
// used for calculating airshots
bool IsFlying(entity this)
{
void CSQC_ClientMovement_PlayerMove_Frame(entity this)
#endif
{
- PM_Main(this);
+ sys_phys_update(this, PHYS_INPUT_TIMELENGTH);
+
+ #ifdef SVQC
+ this.pm_frametime = frametime;
+ #endif
}
void W_Electro_Explode_use(entity this, entity actor, entity trigger)
{
- W_Electro_Explode(this);
+ W_Electro_Explode(this, trigger);
}
- void W_Electro_TouchExplode(entity this)
+ void W_Electro_TouchExplode(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- W_Electro_Explode(this);
+ PROJECTILE_TOUCH(this, toucher);
+ W_Electro_Explode(this, toucher);
}
+
+void sys_phys_update_single(entity this);
+
void W_Electro_Bolt_Think(entity this)
{
- sys_phys_update_single(this);
++ // sys_phys_update_single(this);
if(time >= this.ltime)
{
this.use(this, NULL, NULL);
{ this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
}
else { this.nextthink = this.ltime; }
- this.nextthink = time;
++ // this.nextthink = time;
}
void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
proj.projectiledeathtype = WEP_ELECTRO.m_id;
setorigin(proj, w_shotorg);
- if (IS_CSQC) proj.movetype = MOVETYPE_FLY;
++ // if (IS_CSQC)
+ set_movetype(proj, MOVETYPE_FLY);
W_SetupProjVelocity_PRI(proj, electro);
proj.angles = vectoangles(proj.velocity);
settouch(proj, W_Electro_TouchExplode);
CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
MUTATOR_CALLHOOK(EditProjectile, actor, proj);
- proj.com_phys_pos = proj.origin;
- proj.com_phys_vel = proj.velocity;
++ // proj.com_phys_pos = proj.origin;
++ // proj.com_phys_vel = proj.velocity;
}
- void W_Electro_Orb_Touch(entity this)
+ void W_Electro_Orb_Stick(entity this, entity to)
{
- PROJECTILE_TOUCH(this);
- if(other.takedamage == DAMAGE_AIM)
- { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this); } }
+ entity newproj = spawn();
+ newproj.classname = this.classname;
+
+ newproj.bot_dodge = this.bot_dodge;
+ newproj.bot_dodgerating = this.bot_dodgerating;
+
+ newproj.owner = this.owner;
+ newproj.realowner = this.realowner;
+ setsize(newproj, this.mins, this.maxs);
+ setorigin(newproj, this.origin);
+ setmodel(newproj, MDL_PROJECTILE_ELECTRO);
+ newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
+
+ newproj.takedamage = this.takedamage;
+ newproj.damageforcescale = this.damageforcescale;
+ newproj.health = this.health;
+ newproj.event_damage = this.event_damage;
+ newproj.spawnshieldtime = this.spawnshieldtime;
+ newproj.damagedbycontents = true;
+
+ set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
+ newproj.projectiledeathtype = this.projectiledeathtype;
+
+ settouch(newproj, func_null);
+ setthink(newproj, getthink(this));
+ newproj.nextthink = this.nextthink;
+ newproj.use = this.use;
+ newproj.flags = this.flags;
+
+ remove(this);
+
+ if(to)
+ SetMovetypeFollow(this, to);
+ }
+
+ void W_Electro_Orb_Touch(entity this, entity toucher)
+ {
+ PROJECTILE_TOUCH(this, toucher);
+ if(toucher.takedamage == DAMAGE_AIM)
+ { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
else
{
//UpdateCSQCProjectile(this);
void sys_phys_update(entity this, float dt)
{
- PM_Main(this);
+ if (!IS_CLIENT(this)) {
+ sys_phys_simulate_simple(this, dt);
+ return;
+ }
+ sys_in_update(this, dt);
+
+ sys_phys_fix(this, dt);
+ if (sys_phys_override(this)) { return; } sys_phys_monitor(this);
+
+ this.buttons_old = PHYS_INPUT_BUTTON_MASK(this);
+ this.movement_old = this.movement;
+ this.v_angle_old = this.v_angle;
+
+ sys_phys_ai(this);
+
+ sys_phys_pregame_hold(this);
+
+ if (IS_SVQC) {
+ if (PHYS_MOVETYPE(this) == MOVETYPE_NONE) { return; }
+ // when we get here, disableclientprediction cannot be 2
- this.disableclientprediction = 0;
++ this.disableclientprediction = (this.move_qcphysics) ? -1 : 0;
+ }
+
+ viewloc_PlayerPhysics(this);
+
+ PM_check_frozen(this);
+
+ PM_check_blocked(this);
+
+ float maxspeed_mod = (!this.in_swamp) ? 1 : this.swamp_slowdown; // cvar("g_balance_swamp_moverate");
+
+// conveyors: first fix velocity
+ if (this.conveyor.state) { this.velocity -= this.conveyor.movedir; }
+ MUTATOR_CALLHOOK(PlayerPhysics, this);
+
+ if (!IS_PLAYER(this)) {
+ sys_phys_spectator_control(this);
+ maxspeed_mod = this.spectatorspeed;
+ }
+ sys_phys_fixspeed(this, maxspeed_mod);
+
+ if (IS_DEAD(this)) {
+ // handle water here
+ vector midpoint = ((this.absmin + this.absmax) * 0.5);
+ if (pointcontents(midpoint) == CONTENT_WATER) {
+ this.velocity = this.velocity * 0.5;
+
+ // do we want this?
+ // if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
+ // { this.velocity_z = 70; }
+ }
+ goto end;
+ }
+
+ if (IS_SVQC && !PHYS_FIXANGLE(this)) { this.angles = '0 1 0' * this.v_angle.y; }
+ if (IS_PLAYER(this)) {
+ if (IS_ONGROUND(this)) {
+ PM_check_hitground(this);
+ PM_Footsteps(this);
+ } else if (IsFlying(this)) {
+ this.wasFlying = true;
+ }
+ CheckPlayerJump(this);
+ }
+
+ if (this.flags & FL_WATERJUMP) {
+ this.velocity_x = this.movedir.x;
+ this.velocity_y = this.movedir.y;
- if (time > PHYS_TELEPORT_TIME(this)
- || this.waterlevel == WATERLEVEL_NONE
++ if (this.waterlevel == WATERLEVEL_NONE
++ || time > PHYS_TELEPORT_TIME(this)
+ || PHYS_WATERJUMP_TIME(this) <= 0
+ ) {
+ this.flags &= ~FL_WATERJUMP;
+ PHYS_TELEPORT_TIME(this) = 0;
+ PHYS_WATERJUMP_TIME(this) = 0;
+ }
+ } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod)) {
+ // handled
+ } else if (PHYS_MOVETYPE(this) == MOVETYPE_NOCLIP
+ || PHYS_MOVETYPE(this) == MOVETYPE_FLY
+ || PHYS_MOVETYPE(this) == MOVETYPE_FLY_WORLDONLY
+ || MUTATOR_CALLHOOK(IsFlying, this)) {
+ this.com_phys_friction = PHYS_FRICTION(this);
+ this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
+ this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
+ this.com_phys_friction_air = true;
+ sys_phys_simulate(this, dt);
+ this.com_phys_friction_air = false;
+ } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
+ this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
+ this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
+ this.com_phys_water = true;
+ sys_phys_simulate(this, dt);
+ this.com_phys_water = false;
+ } else if (time < this.ladder_time) {
+ this.com_phys_friction = PHYS_FRICTION(this);
+ this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
+ this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
+ this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
+ if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
+ this.com_phys_ladder = true;
+ this.com_phys_friction_air = true;
+ sys_phys_simulate(this, dt);
+ this.com_phys_friction_air = false;
+ this.com_phys_ladder = false;
+ this.com_phys_gravity = '0 0 0';
+ } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
+ PM_jetpack(this, maxspeed_mod);
+ } else if (IS_ONGROUND(this)) {
+ if (!WAS_ONGROUND(this)) {
+ emit(phys_land, this);
+ if (this.lastground < time - 0.3) {
+ this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
+ }
+ }
+ this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
+ this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
+ if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
+ this.com_phys_ground = true;
+ this.com_phys_vel_2d = true;
+ sys_phys_simulate(this, dt);
+ this.com_phys_vel_2d = false;
+ this.com_phys_ground = false;
+ this.com_phys_gravity = '0 0 0';
+ } else {
+ this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
+ this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
+ this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
+ this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
+ this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
+ this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
+ this.com_phys_air = true;
+ this.com_phys_vel_2d = true;
+ sys_phys_simulate(this, dt);
+ this.com_phys_vel_2d = false;
+ this.com_phys_air = false;
+ }
+
+ LABEL(end)
+ if (IS_ONGROUND(this)) { this.lastground = time; }
+// conveyors: then break velocity again
+ if (this.conveyor.state) { this.velocity += this.conveyor.movedir; }
+ this.lastflags = this.flags;
+
+ this.lastclassname = this.classname;
+}
+
+/** for players */
+void sys_phys_simulate(entity this, float dt)
+{
+ const vector g = -this.com_phys_gravity;
+ const bool jump = this.com_in_jump;
+
+ if (!this.com_phys_ground && !this.com_phys_air) {
+ // noclipping
+ // flying
+ // on a spawnfunc_func_ladder
+ // swimming in spawnfunc_func_water
+ // swimming
+ UNSET_ONGROUND(this);
+
+ if (this.com_phys_friction_air) {
+ this.velocity_z += g.z / 2;
+ this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
+ this.velocity_z += g.z / 2;
+ }
+ }
+
+ if (this.com_phys_water) {
+ // water jump only in certain situations
+ // this mimics quakeworld code
+ if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
+ vector yawangles = '0 1 0' * this.v_angle.y;
+ makevectors(yawangles);
+ vector forward = v_forward;
+ vector spot = this.origin + 24 * forward;
+ spot_z += 8;
+ traceline(spot, spot, MOVE_NOMONSTERS, this);
+ if (trace_startsolid) {
+ spot_z += 24;
+ traceline(spot, spot, MOVE_NOMONSTERS, this);
+ if (!trace_startsolid) {
+ this.velocity = forward * 50;
+ this.velocity_z = 310;
- if (IS_CSQC) { PHYS_WATERJUMP_TIME(this) = 2; }
+ UNSET_ONGROUND(this);
+ SET_JUMP_HELD(this);
+ }
+ }
+ }
+ }
+ makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
+ // wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+ vector wishvel = v_forward * this.movement.x
+ + v_right * this.movement.y
+ + '0 0 1' * this.movement.z * (this.com_phys_vel_2d ? 0 : 1);
+ if (this.com_phys_water) {
++ if (PHYS_INPUT_BUTTON_CROUCH(this)) {
++ wishvel.z = -PHYS_MAXSPEED(this);
++ }
+ if (this.viewloc) {
+ wishvel.z = -160; // drift anyway
+ } else if (wishvel == '0 0 0') {
+ wishvel = '0 0 -60'; // drift towards bottom
+ }
+ }
+ if (this.com_phys_ladder) {
+ if (this.viewloc) {
+ wishvel.z = this.oldmovement.x;
+ }
+ if (this.ladder_entity.classname == "func_water") {
+ float f = vlen(wishvel);
+ if (f > this.ladder_entity.speed) {
+ wishvel *= (this.ladder_entity.speed / f);
+ }
+
+ this.watertype = this.ladder_entity.skin;
+ f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
+ if ((this.origin_z + this.view_ofs_z) < f) {
+ this.waterlevel = WATERLEVEL_SUBMERGED;
+ } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
+ this.waterlevel = WATERLEVEL_SWIMMING;
+ } else if ((this.origin_z + this.mins_z + 1) < f) {
+ this.waterlevel = WATERLEVEL_WETFEET;
+ } else {
+ this.waterlevel = WATERLEVEL_NONE;
+ this.watertype = CONTENT_EMPTY;
+ }
+ }
+ }
+ // acceleration
+ const vector wishdir = normalize(wishvel);
+ float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
+
+ if (this.com_phys_air) {
+ if ((IS_SVQC && time >= PHYS_TELEPORT_TIME(this))
+ || (IS_CSQC && PHYS_WATERJUMP_TIME(this) <= 0)) {
+ // apply air speed limit
+ float airaccelqw = PHYS_AIRACCEL_QW(this);
+ float wishspeed0 = wishspeed;
+ const float maxairspd = this.com_phys_vel_max;
+ wishspeed = min(wishspeed, maxairspd);
+ if (IS_DUCKED(this)) {
+ wishspeed *= 0.5;
+ }
+ float airaccel = this.com_phys_acc_rate_air;
+
+ float accelerating = (this.velocity * wishdir > 0);
+ float wishspeed2 = wishspeed;
+
+ // CPM: air control
+ if (PHYS_AIRSTOPACCELERATE(this)) {
+ vector curdir = normalize(vec2(this.velocity));
+ airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
+ }
+ // note that for straight forward jumping:
+ // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
+ // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
+ // -->
+ // dv/dt = accel * maxspeed (when slow)
+ // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
+ // log dv/dt = logaccel + logmaxspeed (when slow)
+ // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
+ float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
+ if (PHYS_MAXAIRSTRAFESPEED(this)) {
+ wishspeed =
+ min(wishspeed,
+ GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
+ }
+ if (PHYS_AIRSTRAFEACCELERATE(this)) {
+ airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
+ }
+ if (PHYS_AIRSTRAFEACCEL_QW(this)) {
+ airaccelqw =
+ (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
+ *
+ (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
+ }
+ // !CPM
+
+ if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0) {
+ PM_AirAccelerate(this, wishdir, wishspeed2);
+ } else {
+ float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
+ PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
+ }
+
+ if (PHYS_AIRCONTROL(this)) {
+ CPM_PM_Aircontrol(this, wishdir, wishspeed2);
+ }
+ }
+ } else {
- if (this.com_phys_ground || this.com_phys_water) {
- if (IS_DUCKED(this)) { wishspeed *= 0.5; }
- }
++ if (this.com_phys_ground && IS_DUCKED(this)) { wishspeed *= 0.5; }
+ if (this.com_phys_water) {
+ wishspeed *= 0.7;
+
+ // if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
+ {
+ // water friction
+ float f = 1 - dt * PHYS_FRICTION(this);
+ f = min(max(0, f), 1);
+ this.velocity *= f;
+
+ f = wishspeed - this.velocity * wishdir;
+ if (f > 0) {
+ float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
+ this.velocity += accelspeed * wishdir;
+ }
+
+ // holding jump button swims upward slowly
+ if (jump && !this.viewloc) {
+ // was:
+ // lava: 50
+ // slime: 80
+ // water: 100
+ // idea: double those
+ this.velocity_z = 200;
++ if (this.waterlevel >= WATERLEVEL_SUBMERGED) {
++ this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
++ }
+ }
+ }
+ if (this.viewloc) {
+ const float addspeed = wishspeed - this.velocity * wishdir;
+ if (addspeed > 0) {
+ const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
+ this.velocity += accelspeed * wishdir;
+ }
+ } else {
+ // water acceleration
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
+ }
+ return;
+ }
+ if (this.com_phys_ground) {
+ // apply edge friction
+ const float f2 = vlen2(vec2(this.velocity));
+ if (f2 > 0) {
+ trace_dphitq3surfaceflags = 0;
+ tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
+ // TODO: apply edge friction
+ // apply ground friction
+ const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+ ? PHYS_FRICTION_SLICK(this)
+ : PHYS_FRICTION(this);
+
+ float f = sqrt(f2);
+ f = 1 - dt * realfriction
+ * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
+ f = max(0, f);
+ this.velocity *= f;
+ /*
+ Mathematical analysis time!
+
+ Our goal is to invert this mess.
+
+ For the two cases we get:
+ v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
+ = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
+ v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
+ and
+ v = v0 * (1 - dt * PHYS_FRICTION(this))
+ v0 = v / (1 - dt * PHYS_FRICTION(this))
+
+ These cases would be chosen ONLY if:
+ v0 < PHYS_STOPSPEED(this)
+ v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
+ v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
+ and, respectively:
+ v0 >= PHYS_STOPSPEED(this)
+ v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
+ v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
+ */
+ }
+ const float addspeed = wishspeed - this.velocity * wishdir;
+ if (addspeed > 0) {
+ const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
+ this.velocity += accelspeed * wishdir;
+ }
- if (IS_CSQC && vdist(this.velocity, >, 0)) {
- PM_ClientMovement_Move(this);
- }
+ return;
+ }
+
- if (IS_CSQC || time >= PHYS_TELEPORT_TIME(this)) {
++ if (IS_CSQC ? PHYS_WATERJUMP_TIME(this) <= 0 : time >= PHYS_TELEPORT_TIME(this)) {
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
+ }
+ }
- PM_ClientMovement_Move(this);
+}
+
+.entity groundentity;
+/** for other entities */
+void sys_phys_simulate_simple(entity this, float dt)
+{
+ vector mn = this.mins;
+ vector mx = this.maxs;
+
+ vector g = '0 0 0';
+ if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
+
+ vector acc = this.com_phys_acc;
+ vector vel = this.com_phys_vel;
+ vector pos = this.com_phys_pos;
+
+ // SV_Physics_Toss
+
+ vel += g * dt;
+
+ this.angles += dt * this.avelocity;
+ float movetime = dt;
+ for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; i++) {
+ vector push = vel * movetime;
+ vector p0 = pos;
+ vector p1 = p0 + push;
+ // SV_PushEntity
+ tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
+ if (!trace_startsolid) {
+ bool hit = trace_fraction < 1;
+ pos = trace_endpos;
+ entity ent = trace_ent;
+ // SV_LinkEdict_TouchAreaGrid
+ if (this.solid != SOLID_NOT) {
+ FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
+ if (it.solid != SOLID_TRIGGER || it == this) continue;
+ if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax)) {
+ // SV_LinkEdict_TouchAreaGrid_Call
+ trace_allsolid = false;
+ trace_startsolid = false;
+ trace_fraction = 1;
+ trace_inwater = false;
+ trace_inopen = true;
+ trace_endpos = it.origin;
+ trace_plane_normal = '0 0 1';
+ trace_plane_dist = 0;
+ trace_ent = this;
+ trace_dpstartcontents = 0;
+ trace_dphitcontents = 0;
+ trace_dphitq3surfaceflags = 0;
+ trace_dphittexturename = string_null;
- gettouch(it)((other = this, it));
++ gettouch(it)(this, it);
+ vel = this.velocity;
+ }
+ });
+ }
+ if (hit && this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || this.groundentity != ent)) {
+ // SV_Impact (ent, trace);
+ tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
- void(entity) touched = gettouch(this);
++ void(entity, entity) touched = gettouch(this);
+ if (touched && this.solid != SOLID_NOT) {
- touched((other = ent, this));
++ touched(ent, this);
+ }
- void(entity) touched2 = gettouch(ent);
++ void(entity, entity) touched2 = gettouch(ent);
+ if (this && ent && touched2 && ent.solid != SOLID_NOT) {
+ trace_endpos = ent.origin;
+ trace_plane_normal *= -1;
+ trace_plane_dist *= -1;
+ trace_ent = this;
+ trace_dpstartcontents = 0;
+ trace_dphitcontents = 0;
+ trace_dphitq3surfaceflags = 0;
+ trace_dphittexturename = string_null;
- touched2((other = this, ent));
++ touched2(this, ent);
+ }
+ }
+ }
+ // end SV_PushEntity
+ if (wasfreed(this)) { return; }
+ tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
+ if (trace_fraction == 1) { break; }
+ movetime *= 1 - min(1, trace_fraction);
+ ClipVelocity(vel, trace_plane_normal, vel, 1);
+ }
+
+ this.com_phys_acc = acc;
+ this.com_phys_vel = vel;
+ this.com_phys_pos = pos;
+ setorigin(this, this.com_phys_pos);
+}
+
+void sys_phys_update_single(entity this)
+{
+ sys_phys_simulate_simple(this, frametime);
}