cvar_t sv_maxspeed = {CVAR_NOTIFY, "sv_maxspeed", "320"};
cvar_t sv_accelerate = {0, "sv_accelerate", "10"};
-static vec3_t forward, right, up;
-
-vec3_t wishdir;
-float wishspeed;
-
-// world
-float *angles;
-float *origin;
-float *velocity;
-
-qboolean onground;
-
-usercmd_t cmd;
+static usercmd_t cmd;
/*
sv_player->v->idealpitch = -dir * sv_idealpitchscale.value;
}
+#if 0
+static vec3_t wishdir;
+static float wishspeed;
+
+static qboolean onground;
/*
==================
*/
void SV_UserFriction (void)
{
- float *vel, speed, newspeed, control, friction;
+ float speed, newspeed, control, friction;
vec3_t start, stop;
trace_t trace;
- vel = velocity;
-
- speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
+ speed = sqrt(sv_player->v->velocity[0]*sv_player->v->velocity[0]+sv_player->v->velocity[1]*sv_player->v->velocity[1]);
if (!speed)
return;
// if the leading edge is over a dropoff, increase friction
- start[0] = stop[0] = origin[0] + vel[0]/speed*16;
- start[1] = stop[1] = origin[1] + vel[1]/speed*16;
- start[2] = origin[2] + sv_player->v->mins[2];
+ start[0] = stop[0] = sv_player->v->origin[0] + sv_player->v->velocity[0]/speed*16;
+ start[1] = stop[1] = sv_player->v->origin[1] + sv_player->v->velocity[1]/speed*16;
+ start[2] = sv_player->v->origin[2] + sv_player->v->mins[2];
stop[2] = start[2] - 34;
trace = SV_Move (start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, sv_player);
else
newspeed /= speed;
- vel[0] = vel[0] * newspeed;
- vel[1] = vel[1] * newspeed;
- vel[2] = vel[2] * newspeed;
+ VectorScale(sv_player->v->velocity, newspeed, sv_player->v->velocity);
}
/*
int i;
float addspeed, accelspeed, currentspeed;
- currentspeed = DotProduct (velocity, wishdir);
+ currentspeed = DotProduct (sv_player->v->velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0)
return;
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
- velocity[i] += accelspeed*wishdir[i];
+ sv_player->v->velocity[i] += accelspeed*wishdir[i];
}
void SV_AirAccelerate (vec3_t wishveloc)
wishspd = VectorNormalizeLength (wishveloc);
if (wishspd > 30)
wishspd = 30;
- currentspeed = DotProduct (velocity, wishveloc);
+ currentspeed = DotProduct (sv_player->v->velocity, wishveloc);
addspeed = wishspd - currentspeed;
if (addspeed <= 0)
return;
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
- velocity[i] += accelspeed*wishveloc[i];
+ sv_player->v->velocity[i] += accelspeed*wishveloc[i];
}
AngleVectors (sv_player->v->v_angle, forward, right, up);
for (i = 0; i < 3; i++)
- velocity[i] = forward[i] * cmd.forwardmove + right[i] * cmd.sidemove;
+ sv_player->v->velocity[i] = forward[i] * cmd.forwardmove + right[i] * cmd.sidemove;
- velocity[2] += cmd.upmove;
+ sv_player->v->velocity[2] += cmd.upmove;
- wishspeed = VectorLength (velocity);
+ wishspeed = VectorLength(sv_player->v->velocity);
if (wishspeed > sv_maxspeed.value)
- {
- VectorScale (velocity, sv_maxspeed.value / wishspeed, velocity);
- wishspeed = sv_maxspeed.value;
- }
+ VectorScale(sv_player->v->velocity, sv_maxspeed.value / wishspeed, sv_player->v->velocity);
}
/*
wishspeed *= 0.7;
// water friction
- speed = VectorLength (velocity);
+ speed = VectorLength(sv_player->v->velocity);
if (speed)
{
newspeed = speed - sv.frametime * speed * sv_friction.value;
if (newspeed < 0)
newspeed = 0;
temp = newspeed/speed;
- VectorScale (velocity, temp, velocity);
+ VectorScale(sv_player->v->velocity, temp, sv_player->v->velocity);
}
else
newspeed = 0;
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
- velocity[i] += accelspeed * wishvel[i];
+ sv_player->v->velocity[i] += accelspeed * wishvel[i];
}
void SV_WaterJump (void)
if (sv_player->v->movetype == MOVETYPE_NOCLIP)
{
// noclip
- VectorCopy (wishvel, velocity);
+ VectorCopy (wishvel, sv_player->v->velocity);
}
else if ( onground )
{
onground = (int)sv_player->v->flags & FL_ONGROUND;
- origin = sv_player->v->origin;
- velocity = sv_player->v->velocity;
-
DropPunchAngle ();
// if dead, behave differently
if (sv_player->v->health <= 0)
return;
- // angles
- // show 1/3 the pitch angle and all the roll angle
cmd = host_client->cmd;
- angles = sv_player->v->angles;
+ // angles
+ // show 1/3 the pitch angle and all the roll angle
VectorAdd (sv_player->v->v_angle, sv_player->v->punchangle, v_angle);
- angles[ROLL] = V_CalcRoll (sv_player->v->angles, sv_player->v->velocity)*4;
+ sv_player->v->angles[ROLL] = V_CalcRoll (sv_player->v->angles, sv_player->v->velocity)*4;
if (!sv_player->v->fixangle)
{
- // LordHavoc: pitch was ugly to begin with... removed except in water
- if (sv_player->v->waterlevel >= 2)
- angles[PITCH] = -v_angle[PITCH]/3;
- else
- angles[PITCH] = 0;
- angles[YAW] = v_angle[YAW];
+ sv_player->v->angles[PITCH] = -v_angle[PITCH]/3;
+ sv_player->v->angles[YAW] = v_angle[YAW];
}
if ( (int)sv_player->v->flags & FL_WATERJUMP )
return;
}
+ /*
// Player is (somehow) outside of the map, or flying, or noclipping
- if (SV_TestEntityPosition (sv_player)
- || sv_player->v->movetype == MOVETYPE_FLY
- || sv_player->v->movetype == MOVETYPE_NOCLIP)
+ if (sv_player->v->movetype != MOVETYPE_NOCLIP && (sv_player->v->movetype == MOVETYPE_FLY || SV_TestEntityPosition (sv_player)))
+ //if (sv_player->v->movetype == MOVETYPE_NOCLIP || sv_player->v->movetype == MOVETYPE_FLY || SV_TestEntityPosition (sv_player))
{
SV_FreeMove ();
return;
}
+ */
// walk
if ((sv_player->v->waterlevel >= 2) && (sv_player->v->movetype != MOVETYPE_NOCLIP))
SV_AirMove ();
}
+#else
+
+extern cvar_t cl_rollspeed;
+extern cvar_t cl_rollangle;
+void SV_ClientThink(void)
+{
+ int j;
+ vec3_t wishvel, wishdir, v, v_forward, v_right, v_up, start, stop;
+ float wishspeed, f, limit;
+ trace_t trace;
+
+ if (sv_player->v->movetype == MOVETYPE_NONE)
+ return;
+
+ f = DotProduct(sv_player->v->punchangle, sv_player->v->punchangle);
+ if (f)
+ {
+ limit = sqrt(f);
+ f = (limit - 10 * sv.frametime);
+ f /= limit;
+ f = max(0, f);
+ VectorScale(sv_player->v->punchangle, f, sv_player->v->punchangle);
+ }
+
+ // if dead, behave differently
+ if (sv_player->v->health <= 0)
+ return;
+
+ AngleVectors(sv_player->v->v_angle, v_forward, v_right, v_up);
+ // show 1/3 the pitch angle and all the roll angle
+ f = DotProduct(sv_player->v->velocity, v_right) * (1.0 / cl_rollspeed.value);
+ sv_player->v->angles[2] = bound(-1, f, 1) * cl_rollangle.value * 4;
+ if (!sv_player->v->fixangle)
+ {
+ sv_player->v->angles[0] = (sv_player->v->v_angle[0] + sv_player->v->punchangle[0]) * -0.333;
+ sv_player->v->angles[1] = sv_player->v->v_angle[1] + sv_player->v->punchangle[1];
+ }
+
+ if ((int)sv_player->v->flags & FL_WATERJUMP)
+ {
+ sv_player->v->velocity[0] = sv_player->v->movedir[0];
+ sv_player->v->velocity[1] = sv_player->v->movedir[1];
+ if (sv.time > sv_player->v->teleport_time || sv_player->v->waterlevel == 0)
+ {
+ sv_player->v->flags = (int)sv_player->v->flags - ((int)sv_player->v->flags & FL_WATERJUMP);
+ sv_player->v->teleport_time = 0;
+ }
+ return;
+ }
+
+ // swim
+ if (sv_player->v->waterlevel >= 2)
+ if (sv_player->v->movetype != MOVETYPE_NOCLIP)
+ {
+ if (host_client->cmd.forwardmove == 0 && host_client->cmd.sidemove == 0 && host_client->cmd.upmove == 0)
+ {
+ // drift towards bottom
+ wishvel[0] = 0;
+ wishvel[1] = 0;
+ wishvel[2] = -60;
+ }
+ else
+ {
+ for (j = 0;j < 3;j++)
+ wishvel[j] = v_forward[j] * host_client->cmd.forwardmove + v_right[j] * host_client->cmd.sidemove;
+ wishvel[2] += host_client->cmd.upmove;
+ }
+
+ wishspeed = VectorLength(wishvel);
+ wishspeed = min(wishspeed, sv_maxspeed.value) * 0.7;
+
+ // water friction
+ f = VectorLength(sv_player->v->velocity) * (1 - sv.frametime * sv_friction.value);
+ if (f > 0)
+ f /= VectorLength(sv_player->v->velocity);
+ else
+ f = 0;
+ VectorScale(sv_player->v->velocity, f, sv_player->v->velocity);
+
+ // water acceleration
+ if (wishspeed <= f)
+ return;
+
+ f = wishspeed - f;
+ limit = sv_accelerate.value * wishspeed * sv.frametime;
+ if (f > limit)
+ f = limit;
+ limit = VectorLength(wishvel);
+ if (limit)
+ f /= limit;
+ VectorMA(sv_player->v->velocity, f, wishvel, sv_player->v->velocity);
+ return;
+ }
+
+ // if not flying, move horizontally only
+ if (sv_player->v->movetype != MOVETYPE_FLY)
+ {
+ VectorClear(wishvel);
+ wishvel[1] = sv_player->v->v_angle[1];
+ AngleVectors(wishvel, v_forward, v_right, v_up);
+ }
+
+ // hack to not let you back into teleporter
+ VectorScale(v_right, host_client->cmd.sidemove, wishvel);
+ if (sv.time >= sv_player->v->teleport_time || host_client->cmd.forwardmove > 0)
+ VectorMA(wishvel, host_client->cmd.forwardmove, v_forward, wishvel);
+ if (sv_player->v->movetype != MOVETYPE_WALK)
+ wishvel[2] += cmd.upmove;
+
+ VectorCopy(wishvel, wishdir);
+ VectorNormalize(wishdir);
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed > sv_maxspeed.value)
+ wishspeed = sv_maxspeed.value;
+
+ if (sv_player->v->movetype == MOVETYPE_NOCLIP || sv_player->v->movetype == MOVETYPE_FLY)
+ {
+ VectorScale(wishdir, wishspeed, sv_player->v->velocity);
+ return;
+ }
+
+ if ((int)sv_player->v->flags & FL_ONGROUND) // walking
+ {
+ // friction
+ f = sv_player->v->velocity[0] * sv_player->v->velocity[0] + sv_player->v->velocity[1] * sv_player->v->velocity[1];
+ if (f)
+ {
+ f = sqrt(f);
+ VectorCopy(sv_player->v->velocity, v);
+ v[2] = 0;
+
+ // if the leading edge is over a dropoff, increase friction
+ limit = 16.0f / f;
+ VectorMA(sv_player->v->origin, limit, v, v);
+ v[2] += sv_player->v->mins[2];
+
+ VectorCopy(v, start);
+ VectorCopy(v, stop);
+ stop[2] -= 34;
+ trace = SV_Move(start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, sv_player);
+
+ // apply friction
+ if (f < sv_stopspeed.value)
+ f = sv_stopspeed.value / f;
+ else
+ f = 1;
+ if (trace.fraction == 1)
+ f *= sv_edgefriction.value;
+ f = 1 - sv.frametime * f * sv_friction.value;
+
+ if (f < 0)
+ f = 0;
+ VectorScale(sv_player->v->velocity, f, sv_player->v->velocity);
+ }
+ }
+ else // airborn
+ wishspeed = min(wishspeed, 30);
+
+ // ground or air acceleration
+ f = wishspeed - DotProduct(sv_player->v->velocity, wishdir);
+ if (f > 0)
+ {
+ limit = sv_accelerate.value * sv.frametime * wishspeed;
+ if (f > limit)
+ f = limit;
+ VectorMA(sv_player->v->velocity, f, wishdir, sv_player->v->velocity);
+ }
+}
+#endif
/*
===================
else
SV_ClientThink ();
- SV_CheckVelocity (sv_player);
+ SV_CheckVelocity(sv_player);
// LordHavoc: a hack to ensure that the (rather silly) id1 quakec
// player_run/player_stand1 does not horribly malfunction if the