return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
}
-float Physics_ClientOption(entity pl, string option)
+float Physics_ClientOption(entity this, string option)
{
- if(Physics_Valid(pl.cvar_cl_physics))
+ if(Physics_Valid(this.cvar_cl_physics))
{
- string s = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
+ string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
}
-void Physics_UpdateStats(float maxspd_mod)
-{SELFPARAM();
+void Physics_UpdateStats(entity this, float maxspd_mod)
+{
// blah
- self.stat_pl_view_ofs = PL_VIEW_OFS;
- self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
+ this.stat_pl_view_ofs = PL_VIEW_OFS;
+ this.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
- self.stat_pl_min = PL_MIN;
- self.stat_pl_max = PL_MAX;
- self.stat_pl_crouch_min = PL_CROUCH_MIN;
- self.stat_pl_crouch_max = PL_CROUCH_MAX;
+ this.stat_pl_min = PL_MIN;
+ this.stat_pl_max = PL_MAX;
+ this.stat_pl_crouch_min = PL_CROUCH_MIN;
+ this.stat_pl_crouch_max = PL_CROUCH_MAX;
- self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
- if(Physics_ClientOption(self, "airstrafeaccel_qw"))
- self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
+ this.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
+ if(Physics_ClientOption(this, "airstrafeaccel_qw"))
+ this.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod);
else
- self.stat_sv_airstrafeaccel_qw = 0;
- self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
- self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
- self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
+ this.stat_sv_airstrafeaccel_qw = 0;
+ this.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
+ this.stat_sv_maxspeed = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
+ this.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
- self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
- self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
- self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
- self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
- self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
- self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
+ this.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
+ this.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
+ this.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
+ this.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
+ this.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
+ this.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
- self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
+ this.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
- self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
- self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
+ this.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
+ this.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
- self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
+ this.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
// old stats
// fix some new settings
- self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
- self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
- self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
- self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
- self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
- self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
- self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
- self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
- self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
- self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
- self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
- self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
- self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
- self.stat_sv_friction = Physics_ClientOption(self, "friction");
- self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
- self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
- self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
- self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
- self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
-
- self.stat_sv_track_canjump = Physics_ClientOption(self, "track_canjump");
-
- self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
+ this.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
+ this.stat_sv_maxairstrafespeed = Physics_ClientOption(this, "maxairstrafespeed");
+ this.stat_sv_maxairspeed = Physics_ClientOption(this, "maxairspeed");
+ this.stat_sv_airstrafeaccelerate = Physics_ClientOption(this, "airstrafeaccelerate");
+ this.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(this, "warsowbunny_turnaccel");
+ this.stat_sv_airaccel_sideways_friction = Physics_ClientOption(this, "airaccel_sideways_friction");
+ this.stat_sv_aircontrol = Physics_ClientOption(this, "aircontrol");
+ this.stat_sv_aircontrol_power = Physics_ClientOption(this, "aircontrol_power");
+ this.stat_sv_aircontrol_penalty = Physics_ClientOption(this, "aircontrol_penalty");
+ this.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
+ this.stat_sv_warsowbunny_topspeed = Physics_ClientOption(this, "warsowbunny_topspeed");
+ this.stat_sv_warsowbunny_accel = Physics_ClientOption(this, "warsowbunny_accel");
+ this.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(this, "warsowbunny_backtosideratio");
+ this.stat_sv_friction = Physics_ClientOption(this, "friction");
+ this.stat_sv_accelerate = Physics_ClientOption(this, "accelerate");
+ this.stat_sv_stopspeed = Physics_ClientOption(this, "stopspeed");
+ this.stat_sv_airaccelerate = Physics_ClientOption(this, "airaccelerate");
+ this.stat_sv_airstopaccelerate = Physics_ClientOption(this, "airstopaccelerate");
+ this.stat_sv_jumpvelocity = Physics_ClientOption(this, "jumpvelocity");
+
+ this.stat_sv_track_canjump = Physics_ClientOption(this, "track_canjump");
+
+ this.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
}
#endif
#endif
}
-void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
-{SELFPARAM();
- float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
+void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
+{
+ float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
if (k <= 0)
return;
- k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
+ k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
- float zspeed = self.velocity_z;
- self.velocity_z = 0;
- float xyspeed = vlen(self.velocity);
- self.velocity = normalize(self.velocity);
+ float zspeed = this.velocity_z;
+ this.velocity_z = 0;
+ float xyspeed = vlen(this.velocity);
+ this.velocity = normalize(this.velocity);
- float dot = self.velocity * wishdir;
+ float dot = this.velocity * wishdir;
if (dot > 0) // we can't change direction while slowing down
{
- k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
- xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
- k *= PHYS_AIRCONTROL;
- self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
+ k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
+ xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
+ k *= PHYS_AIRCONTROL(this);
+ this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
}
- self.velocity = self.velocity * xyspeed;
- self.velocity_z = zspeed;
+ this.velocity = this.velocity * xyspeed;
+ this.velocity_z = zspeed;
}
float AdjustAirAccelQW(float accelqw, float factor)
// sv_airaccel_sideways_friction 0
// prvm_globalset server speedclamp_mode 1
// (or 2)
-void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
-{SELFPARAM();
+void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
+{
float speedclamp = stretchfactor > 0 ? stretchfactor
: accelqw < 0 ? 1 // full clamping, no stretch
: -1; // no clamping
if (GAMEPLAYFIX_Q2AIRACCELERATE)
wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
- float vel_straight = self.velocity * wishdir;
- float vel_z = self.velocity_z;
- vector vel_xy = vec2(self.velocity);
+ float vel_straight = this.velocity * wishdir;
+ float vel_z = this.velocity_z;
+ vector vel_xy = vec2(this.velocity);
vector vel_perpend = vel_xy - vel_straight * wishdir;
float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
// negative: only apply so much sideways friction to stay below the speed you could get by "braking"
{
float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
- float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
- // assume: fmin > 1
+ float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
+ // assume: themin > 1
// vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
// vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
// vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
// obviously, this cannot be
- if (fmin <= 0)
+ if (themin <= 0)
vel_perpend *= f;
else
{
- fmin = sqrt(fmin);
- vel_perpend *= max(fmin, f);
+ themin = sqrt(themin);
+ vel_perpend *= max(themin, f);
}
}
else
}
}
- self.velocity = vel_xy + vel_z * '0 0 1';
+ this.velocity = vel_xy + vel_z * '0 0 1';
}
-void PM_AirAccelerate(vector wishdir, float wishspeed)
-{SELFPARAM();
+void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
+{
if (wishspeed == 0)
return;
- vector curvel = self.velocity;
+ vector curvel = this.velocity;
curvel_z = 0;
float curspeed = vlen(curvel);
if (wishspeed > curspeed * 1.01)
- wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+ wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
else
{
- float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
- wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
+ float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
+ wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
}
vector wishvel = wishdir * wishspeed;
vector acceldir = wishvel - curvel;
float addspeed = vlen(acceldir);
acceldir = normalize(acceldir);
- float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+ float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
- if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
+ if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
{
vector curdir = normalize(curvel);
float dot = acceldir * curdir;
if (dot < 0)
- acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
+ acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
}
- self.velocity += accelspeed * acceldir;
+ this.velocity += accelspeed * acceldir;
}
returns true if handled
=============
*/
-bool PlayerJump ()
-{SELFPARAM();
- if (PHYS_FROZEN(self))
+bool PlayerJump(entity this)
+{
+ if (PHYS_FROZEN(this))
return true; // no jumping in freezetag when frozen
#ifdef SVQC
- if (self.player_blocked)
+ if (this.player_blocked)
return true; // no jumping while blocked
#endif
bool doublejump = false;
- float mjumpheight = PHYS_JUMPVELOCITY;
+ float mjumpheight = PHYS_JUMPVELOCITY(this);
if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight))
return true;
doublejump = player_multijump;
mjumpheight = player_jumpheight;
- if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ if (this.waterlevel >= WATERLEVEL_SWIMMING)
{
- self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
+ this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
return true;
}
if (!doublejump)
- if (!IS_ONGROUND(self))
- return IS_JUMP_HELD(self);
+ if (!IS_ONGROUND(this))
+ return IS_JUMP_HELD(this);
- bool track_jump = PHYS_CL_TRACK_CANJUMP(self);
- if(PHYS_TRACK_CANJUMP(self))
+ bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
+ if(PHYS_TRACK_CANJUMP(this))
track_jump = true;
if (track_jump)
- if (IS_JUMP_HELD(self))
+ if (IS_JUMP_HELD(this))
return true;
// sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
{
float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
- if (self.velocity_z < minjumpspeed)
- mjumpheight += minjumpspeed - self.velocity_z;
+ if (this.velocity_z < minjumpspeed)
+ mjumpheight += minjumpspeed - this.velocity_z;
}
if(PHYS_JUMPSPEEDCAP_MAX != "")
{
// don't do jump speedcaps on ramps to preserve old xonotic ramjump style
- tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
+ tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
{
float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
- if (self.velocity_z > maxjumpspeed)
- mjumpheight -= self.velocity_z - maxjumpspeed;
+ if (this.velocity_z > maxjumpspeed)
+ mjumpheight -= this.velocity_z - maxjumpspeed;
}
}
- if (!WAS_ONGROUND(self))
+ if (!WAS_ONGROUND(this))
{
#ifdef SVQC
if(autocvar_speedmeter)
- LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+ LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
#endif
- if(self.lastground < time - 0.3)
+ if(this.lastground < time - 0.3)
{
- self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
- self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
+ this.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
+ this.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
}
#ifdef SVQC
- if(self.jumppadcount > 1)
- LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
- self.jumppadcount = 0;
+ if(this.jumppadcount > 1)
+ LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
+ this.jumppadcount = 0;
#endif
}
- self.velocity_z += mjumpheight;
+ this.velocity_z += mjumpheight;
- UNSET_ONGROUND(self);
- SET_JUMP_HELD(self);
+ UNSET_ONGROUND(this);
+ SET_JUMP_HELD(this);
#ifdef SVQC
- self.oldvelocity_z = self.velocity_z;
+ this.oldvelocity_z = this.velocity_z;
- animdecide_setaction(self, ANIMACTION_JUMP, true);
+ animdecide_setaction(this, ANIMACTION_JUMP, true);
if (autocvar_g_jump_grunt)
- PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ WITH(entity, this, this, PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND));
#endif
return true;
}
-void CheckWaterJump()
-{SELFPARAM();
+void CheckWaterJump(entity this)
+{
// check for a jump-out-of-water
- makevectors(self.v_angle);
- vector start = self.origin;
+ makevectors(this.v_angle);
+ vector start = this.origin;
start_z += 8;
v_forward_z = 0;
normalize(v_forward);
vector end = start + v_forward*24;
- traceline (start, end, true, self);
+ traceline (start, end, true, this);
if (trace_fraction < 1)
{ // solid at waist
- start_z = start_z + self.maxs_z - 8;
+ start_z = start_z + this.maxs_z - 8;
end = start + v_forward*24;
- self.movedir = trace_plane_normal * -50;
- traceline(start, end, true, self);
+ this.movedir = trace_plane_normal * -50;
+ traceline(start, end, true, this);
if (trace_fraction == 1)
{ // open at eye level
- self.velocity_z = 225;
- self.flags |= FL_WATERJUMP;
- SET_JUMP_HELD(self);
+ this.velocity_z = 225;
+ this.flags |= FL_WATERJUMP;
+ SET_JUMP_HELD(this);
#ifdef SVQC
- self.teleport_time = time + 2; // safety net
+ this.teleport_time = time + 2; // safety net
#elif defined(CSQC)
pmove_waterjumptime = time + 2;
#endif
#define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
#endif
.float jetpack_stopped;
-void CheckPlayerJump()
-{SELFPARAM();
+void CheckPlayerJump(entity this)
+{
#ifdef SVQC
- float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
+ float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
#endif
- if (JETPACK_JUMP(self) < 2)
- ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ if (JETPACK_JUMP(this) < 2)
+ ITEMS_STAT(this) &= ~IT_USING_JETPACK;
- if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+ if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
{
- float air_jump = !PlayerJump() || player_multijump; // PlayerJump() has important side effects
- float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
- float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
+ float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
+ float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
+ float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
- if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
- else if (self.jetpack_stopped) { }
+ if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
+ else if (this.jetpack_stopped) { }
else if (!has_fuel)
{
#ifdef SVQC
if (was_flying) // TODO: ran out of fuel message
- Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+ Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
else if (activate)
- Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+ Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
#endif
- self.jetpack_stopped = true;
- ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ this.jetpack_stopped = true;
+ ITEMS_STAT(this) &= ~IT_USING_JETPACK;
}
- else if (activate && !PHYS_FROZEN(self))
- ITEMS_STAT(self) |= IT_USING_JETPACK;
+ else if (activate && !PHYS_FROZEN(this))
+ ITEMS_STAT(this) |= IT_USING_JETPACK;
}
else
{
- self.jetpack_stopped = false;
- ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ this.jetpack_stopped = false;
+ ITEMS_STAT(this) &= ~IT_USING_JETPACK;
}
- if (!PHYS_INPUT_BUTTON_JUMP(self))
- UNSET_JUMP_HELD(self);
+ if (!PHYS_INPUT_BUTTON_JUMP(this))
+ UNSET_JUMP_HELD(this);
- if (self.waterlevel == WATERLEVEL_SWIMMING)
- CheckWaterJump();
+ if (this.waterlevel == WATERLEVEL_SWIMMING)
+ CheckWaterJump(this);
}
float racecar_angle(float forward, float down)
#endif
}
-float PM_check_specialcommand(float buttons)
-{SELFPARAM();
+float PM_check_specialcommand(entity this, float buttons)
+{
#ifdef SVQC
string c;
if (!buttons)
else
c = "?";
- if (c == substring(specialcommand, self.specialcommand_pos, 1))
+ if (c == substring(specialcommand, this.specialcommand_pos, 1))
{
- self.specialcommand_pos += 1;
- if (self.specialcommand_pos >= strlen(specialcommand))
+ this.specialcommand_pos += 1;
+ if (this.specialcommand_pos >= strlen(specialcommand))
{
- self.specialcommand_pos = 0;
+ this.specialcommand_pos = 0;
SpecialCommand();
return true;
}
}
- else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
- self.specialcommand_pos = 0;
+ else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
+ this.specialcommand_pos = 0;
#endif
return false;
}
-void PM_check_nickspam()
-{SELFPARAM();
+void PM_check_nickspam(entity this)
+{
#ifdef SVQC
- if (time >= self.nickspamtime)
+ if (time >= this.nickspamtime)
return;
- if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
+ if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
{
// slight annoyance for nick change scripts
- self.movement = -1 * self.movement;
- self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
+ this.movement = -1 * this.movement;
+ this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
- if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
+ if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
{
- self.v_angle_x = random() * 360;
- self.v_angle_y = random() * 360;
+ this.v_angle_x = random() * 360;
+ this.v_angle_y = random() * 360;
// at least I'm not forcing retardedview by also assigning to angles_z
- self.fixangle = true;
+ this.fixangle = true;
}
}
#endif
}
-void PM_check_punch()
-{SELFPARAM();
+void PM_check_punch(entity this)
+{
#ifdef SVQC
- if (self.punchangle != '0 0 0')
+ if (this.punchangle != '0 0 0')
{
- float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
+ float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
if (f > 0)
- self.punchangle = normalize(self.punchangle) * f;
+ this.punchangle = normalize(this.punchangle) * f;
else
- self.punchangle = '0 0 0';
+ this.punchangle = '0 0 0';
}
- if (self.punchvector != '0 0 0')
+ if (this.punchvector != '0 0 0')
{
- float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
+ float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
if (f > 0)
- self.punchvector = normalize(self.punchvector) * f;
+ this.punchvector = normalize(this.punchvector) * f;
else
- self.punchvector = '0 0 0';
+ this.punchvector = '0 0 0';
}
#endif
}
// predict frozen movement, as frozen players CAN move in some cases
-void PM_check_frozen()
-{SELFPARAM();
- if (!PHYS_FROZEN(self))
+void PM_check_frozen(entity this)
+{
+ if (!PHYS_FROZEN(this))
return;
if (PHYS_DODGING_FROZEN
#ifdef SVQC
- && IS_REAL_CLIENT(self)
+ && IS_REAL_CLIENT(this)
#endif
)
{
- self.movement_x = bound(-5, self.movement.x, 5);
- self.movement_y = bound(-5, self.movement.y, 5);
- self.movement_z = bound(-5, self.movement.z, 5);
+ this.movement_x = bound(-5, this.movement.x, 5);
+ this.movement_y = bound(-5, this.movement.y, 5);
+ this.movement_z = bound(-5, this.movement.z, 5);
}
else
- self.movement = '0 0 0';
+ this.movement = '0 0 0';
- vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ vector midpoint = ((this.absmin + this.absmax) * 0.5);
if (pointcontents(midpoint) == CONTENT_WATER)
{
- self.velocity = self.velocity * 0.5;
+ this.velocity = this.velocity * 0.5;
if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
- self.velocity_z = 200;
+ this.velocity_z = 200;
}
}
-void PM_check_hitground()
-{SELFPARAM();
+void PM_check_hitground(entity this)
+{
#ifdef SVQC
if (!IS_PLAYER(this)) return; // no fall sounds for observers thank you very much
if (!IS_ONGROUND(this)) return;
tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
if ((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) return;
entity fall = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) ? GS_FALL_METAL : GS_FALL;
- GlobalSound(fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ WITH(entity, self, this, GlobalSound(fall, CH_PLAYER, VOICETYPE_PLAYERSOUND));
#endif
}
-void PM_check_blocked()
-{SELFPARAM();
+void PM_check_blocked(entity this)
+{
#ifdef SVQC
- if (!self.player_blocked)
+ if (!this.player_blocked)
return;
- self.movement = '0 0 0';
- self.disableclientprediction = 1;
+ this.movement = '0 0 0';
+ this.disableclientprediction = 1;
#endif
}
-void PM_fly(float maxspd_mod)
-{SELFPARAM();
+void PM_fly(entity this, float maxspd_mod)
+{
// noclipping or flying
- UNSET_ONGROUND(self);
-
- self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
- makevectors(self.v_angle);
- //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
- vector wishvel = v_forward * self.movement.x
- + v_right * self.movement.y
- + '0 0 1' * self.movement.z;
+ UNSET_ONGROUND(this);
+
+ this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
+ makevectors(this.v_angle);
+ //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;
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
#ifdef SVQC
- if (time >= self.teleport_time)
+ if (time >= this.teleport_time)
#endif
- PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(self);
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move(this);
}
-void PM_swim(float maxspd_mod)
-{SELFPARAM();
+void PM_swim(entity this, float maxspd_mod)
+{
// swimming
- UNSET_ONGROUND(self);
+ UNSET_ONGROUND(this);
- float jump = PHYS_INPUT_BUTTON_JUMP(self);
+ float jump = PHYS_INPUT_BUTTON_JUMP(this);
// water jump only in certain situations
// this mimics quakeworld code
- if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
+ if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180)
{
- vector yawangles = '0 1 0' * self.v_angle.y;
+ vector yawangles = '0 1 0' * this.v_angle.y;
makevectors(yawangles);
vector forward = v_forward;
- vector spot = self.origin + 24 * forward;
+ vector spot = this.origin + 24 * forward;
spot_z += 8;
- traceline(spot, spot, MOVE_NOMONSTERS, self);
+ traceline(spot, spot, MOVE_NOMONSTERS, this);
if (trace_startsolid)
{
spot_z += 24;
- traceline(spot, spot, MOVE_NOMONSTERS, self);
+ traceline(spot, spot, MOVE_NOMONSTERS, this);
if (!trace_startsolid)
{
- self.velocity = forward * 50;
- self.velocity_z = 310;
+ this.velocity = forward * 50;
+ this.velocity_z = 310;
pmove_waterjumptime = 2;
- UNSET_ONGROUND(self);
- SET_JUMP_HELD(self);
+ UNSET_ONGROUND(this);
+ SET_JUMP_HELD(this);
}
}
}
- makevectors(self.v_angle);
- //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
- vector wishvel = v_forward * self.movement.x
- + v_right * self.movement.y
- + '0 0 1' * self.movement.z;
+ makevectors(this.v_angle);
+ //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;
if (wishvel == '0 0 0')
wishvel = '0 0 -60'; // drift towards bottom
vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
- if (IS_DUCKED(self))
+ if (IS_DUCKED(this))
wishspeed *= 0.5;
// if (pmove_waterjumptime <= 0) // TODO: use
{
// water friction
- float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
+ float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
f = min(max(0, f), 1);
- self.velocity *= f;
+ this.velocity *= f;
- f = wishspeed - self.velocity * wishdir;
+ f = wishspeed - this.velocity * wishdir;
if (f > 0)
{
- float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
- self.velocity += accelspeed * wishdir;
+ float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
+ this.velocity += accelspeed * wishdir;
}
// holding jump button swims upward slowly
if (jump)
{
#if 0
- if (self.watertype & CONTENT_LAVA)
- self.velocity_z = 50;
- else if (self.watertype & CONTENT_SLIME)
- self.velocity_z = 80;
+ if (this.watertype & CONTENT_LAVA)
+ this.velocity_z = 50;
+ else if (this.watertype & CONTENT_SLIME)
+ this.velocity_z = 80;
else
{
if (IS_NEXUIZ_DERIVED(gamemode))
#endif
- self.velocity_z = 200;
+ this.velocity_z = 200;
#if 0
else
- self.velocity_z = 100;
+ this.velocity_z = 100;
}
#endif
}
}
// water acceleration
- PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(self);
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move(this);
}
-void PM_ladder(float maxspd_mod)
-{SELFPARAM();
+void PM_ladder(entity this, float maxspd_mod)
+{
// on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
- UNSET_ONGROUND(self);
+ UNSET_ONGROUND(this);
float g;
g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
- if (PHYS_ENTGRAVITY(self))
- g *= PHYS_ENTGRAVITY(self);
+ if (PHYS_ENTGRAVITY(this))
+ g *= PHYS_ENTGRAVITY(this);
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
{
g *= 0.5;
- self.velocity_z += g;
+ this.velocity_z += g;
}
- self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
- makevectors(self.v_angle);
- //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
- vector wishvel = v_forward * self.movement_x
- + v_right * self.movement_y
- + '0 0 1' * self.movement_z;
- self.velocity_z += g;
- if (self.ladder_entity.classname == "func_water")
+ this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
+ makevectors(this.v_angle);
+ //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.velocity_z += g;
+ if (this.ladder_entity.classname == "func_water")
{
float f = vlen(wishvel);
- if (f > self.ladder_entity.speed)
- wishvel *= (self.ladder_entity.speed / f);
-
- self.watertype = self.ladder_entity.skin;
- f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
- if ((self.origin_z + self.view_ofs_z) < f)
- self.waterlevel = WATERLEVEL_SUBMERGED;
- else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
- self.waterlevel = WATERLEVEL_SWIMMING;
- else if ((self.origin_z + self.mins_z + 1) < f)
- self.waterlevel = WATERLEVEL_WETFEET;
+ 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
{
- self.waterlevel = WATERLEVEL_NONE;
- self.watertype = CONTENT_EMPTY;
+ this.waterlevel = WATERLEVEL_NONE;
+ this.watertype = CONTENT_EMPTY;
}
}
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
#ifdef SVQC
- if (time >= self.teleport_time)
+ if (time >= this.teleport_time)
#endif
// water acceleration
- PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(self);
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move(this);
}
-void PM_jetpack(float maxspd_mod)
-{SELFPARAM();
- //makevectors(self.v_angle.y * '0 1 0');
- makevectors(self.v_angle);
- vector wishvel = v_forward * self.movement_x
- + v_right * self.movement_y;
+void PM_jetpack(entity this, float maxspd_mod)
+{
+ //makevectors(this.v_angle.y * '0 1 0');
+ makevectors(this.v_angle);
+ vector wishvel = v_forward * this.movement_x
+ + v_right * this.movement_y;
// add remaining speed as Z component
- float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
+ float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
// fix speedhacks :P
wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
// add the unused velocity as up component
wishvel_z = 0;
- // if (self.BUTTON_JUMP)
+ // if (this.BUTTON_JUMP)
wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
// it is now normalized, so...
//print("best possible acceleration: ", ftos(best), "\n");
float fxy, fz;
- fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
+ fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
if (wishvel_z - PHYS_GRAVITY > 0)
- fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+ fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
else
- fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+ fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
float fvel;
fvel = vlen(wishvel);
wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
fvel = min(1, vlen(wishvel) / best);
- if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
- f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
+ if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+ f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
else
f = 1;
if (f > 0 && wishvel != '0 0 0')
{
- self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
- UNSET_ONGROUND(self);
+ this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
+ UNSET_ONGROUND(this);
#ifdef SVQC
- if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
- self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
+ if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+ this.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
- ITEMS_STAT(self) |= IT_USING_JETPACK;
+ ITEMS_STAT(this) |= IT_USING_JETPACK;
// jetpack also inhibits health regeneration, but only for 1 second
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+ this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
#endif
}
#ifdef CSQC
- float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
if(autocvar_cl_movement != 3)
{
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
+ this.velocity_z -= g * 0.5;
else
- self.velocity_z -= g;
+ this.velocity_z -= g;
}
- PM_ClientMovement_Move(self);
+ PM_ClientMovement_Move(this);
if(autocvar_cl_movement != 3)
{
- if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
+ this.velocity_z -= g * 0.5;
}
#endif
}
// apply ground friction
const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
? PHYS_FRICTION_SLICK
- : PHYS_FRICTION;
+ : PHYS_FRICTION(this);
float f = sqrt(f2);
- f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
+ f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
f = max(0, f);
this.velocity *= f;
/*
Our goal is to invert this mess.
For the two cases we get:
- v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
- = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
- v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+ 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)
- v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ 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
- v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
- v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ 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
- v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
- v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ 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 * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
+ const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
this.velocity += accelspeed * wishdir;
}
#ifdef CSQC
this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
}
if (vdist(this.velocity, >, 0))
- PM_ClientMovement_Move(self);
+ PM_ClientMovement_Move(this);
if(autocvar_cl_movement != 3)
{
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
#endif
}
-void PM_air(float buttons_prev, float maxspd_mod)
-{SELFPARAM();
- makevectors(self.v_angle.y * '0 1 0');
- vector wishvel = v_forward * self.movement.x
- + v_right * self.movement.y;
+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 >= self.teleport_time)
+ if (time >= this.teleport_time)
#else
if (pmove_waterjumptime <= 0)
#endif
{
- float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
+ float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
// apply air speed limit
- float airaccelqw = PHYS_AIRACCEL_QW(self);
+ float airaccelqw = PHYS_AIRACCEL_QW(this);
float wishspeed0 = wishspeed;
wishspeed = min(wishspeed, maxairspd);
- if (IS_DUCKED(self))
+ if (IS_DUCKED(this))
wishspeed *= 0.5;
- float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
+ float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
- float accelerating = (self.velocity * wishdir > 0);
+ float accelerating = (this.velocity * wishdir > 0);
float wishspeed2 = wishspeed;
// CPM: air control
- if (PHYS_AIRSTOPACCELERATE)
+ if (PHYS_AIRSTOPACCELERATE(this))
{
- vector curdir = normalize(vec2(self.velocity));
- airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+ 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;
// 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(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
- if (PHYS_MAXAIRSTRAFESPEED)
- wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
- if (PHYS_AIRSTRAFEACCELERATE(self))
- airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
- if (PHYS_AIRSTRAFEACCEL_QW(self))
+ 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(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
+ (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
*
- (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
+ (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
// !CPM
- if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
- PM_AirAccelerate(wishdir, wishspeed2);
+ if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
+ PM_AirAccelerate(this, wishdir, wishspeed2);
else
- PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
- if (PHYS_AIRCONTROL)
- CPM_PM_Aircontrol(wishdir, wishspeed2);
+ if (PHYS_AIRCONTROL(this))
+ CPM_PM_Aircontrol(this, wishdir, wishspeed2);
}
#ifdef CSQC
- float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
if(autocvar_cl_movement != 3)
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
+ this.velocity_z -= g * 0.5;
else
- self.velocity_z -= g;
+ this.velocity_z -= g;
#endif
- PM_ClientMovement_Move(self);
+ PM_ClientMovement_Move(this);
#ifdef CSQC
if(autocvar_cl_movement != 3)
- if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
+ this.velocity_z -= g * 0.5;
#endif
}
// used for calculating airshots
-bool IsFlying(entity a)
+bool IsFlying(entity this)
{
- if(IS_ONGROUND(a))
+ if(IS_ONGROUND(this))
return false;
- if(a.waterlevel >= WATERLEVEL_SWIMMING)
+ if(this.waterlevel >= WATERLEVEL_SWIMMING)
return false;
- traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
+ traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
if(trace_fraction < 1)
return false;
return true;
maxspeed_mod *= PHYS_HIGHSPEED;
#ifdef SVQC
- Physics_UpdateStats(maxspeed_mod);
+ Physics_UpdateStats(this, maxspeed_mod);
if (this.PlayerPhysplug)
if (this.PlayerPhysplug())
#endif
#ifdef SVQC
- anticheat_physics();
+ anticheat_physics(this);
#endif
- if (PM_check_specialcommand(buttons))
+ if (PM_check_specialcommand(this, buttons))
return;
#ifdef SVQC
if (sv_maxidle > 0)
this.movement_old = this.movement;
this.v_angle_old = this.v_angle;
- PM_check_nickspam();
+ PM_check_nickspam(this);
- PM_check_punch();
+ PM_check_punch(this);
#ifdef SVQC
if (IS_BOT_CLIENT(this))
{
- if (playerdemo_read())
+ if (playerdemo_read(this))
return;
- bot_think();
+ WITH(entity, self, this, bot_think());
}
#endif
this.disableclientprediction = 0;
#endif
- viewloc_PlayerPhysics();
+ viewloc_PlayerPhysics(this);
- PM_check_frozen();
+ PM_check_frozen(this);
- PM_check_blocked();
+ PM_check_blocked(this);
maxspeed_mod = 1;
if (this.conveyor.state)
this.velocity -= this.conveyor.movedir;
- MUTATOR_CALLHOOK(PlayerPhysics);
+ MUTATOR_CALLHOOK(PlayerPhysics, this);
#ifdef SVQC
if (!IS_PLAYER(this))
this.angles = '0 1 0' * this.v_angle.y;
#endif
- PM_check_hitground();
+ PM_check_hitground(this);
if(IsFlying(this))
this.wasFlying = 1;
if (IS_PLAYER(this))
- CheckPlayerJump();
+ CheckPlayerJump(this);
if (this.flags & FL_WATERJUMP)
{
}
}
- else if (MUTATOR_CALLHOOK(PM_Physics, maxspeed_mod))
+ else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
{ }
else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
- PM_fly(maxspeed_mod);
+ PM_fly(this, maxspeed_mod);
else if (this.waterlevel >= WATERLEVEL_SWIMMING)
- PM_swim(maxspeed_mod);
+ PM_swim(this, maxspeed_mod);
else if (time < this.ladder_time)
- PM_ladder(maxspeed_mod);
+ PM_ladder(this, maxspeed_mod);
else if (ITEMS_STAT(this) & IT_USING_JETPACK)
- PM_jetpack(maxspeed_mod);
+ PM_jetpack(this, maxspeed_mod);
else if (IS_ONGROUND(this))
PM_walk(this, maxspeed_mod);
else
- PM_air(buttons_prev, maxspeed_mod);
+ PM_air(this, buttons_prev, maxspeed_mod);
:end
if (IS_ONGROUND(this))
// returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd)
}
-void anticheat_physics()
-{SELFPARAM();
+void anticheat_physics(entity this)
+{
float f;
// div0_evade -> SPECTATORS
- makevectors(self.v_angle);
- if(self.anticheat_div0_evade_offset == 0)
+ makevectors(this.v_angle);
+ if(this.anticheat_div0_evade_offset == 0)
{
f = fabs(anticheat_div0_evade_evasion_delta - floor(anticheat_div0_evade_evasion_delta) - 0.5) * 2; // triangle function
- self.anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
- self.anticheat_div0_evade_v_angle = self.v_angle;
- self.anticheat_div0_evade_forward_initial = v_forward;
- MEAN_ACCUMULATE(anticheat_div0_evade, 0, 1);
+ this.anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
+ this.anticheat_div0_evade_v_angle = this.v_angle;
+ this.anticheat_div0_evade_forward_initial = v_forward;
+ MEAN_ACCUMULATE(this, anticheat_div0_evade, 0, 1);
}
else
{
- if(time < self.anticheat_div0_evade_offset)
- self.anticheat_div0_evade_v_angle = self.v_angle;
- MEAN_ACCUMULATE(anticheat_div0_evade, 0.5 - 0.5 * (self.anticheat_div0_evade_forward_initial * v_forward), 1);
+ if(time < this.anticheat_div0_evade_offset)
+ this.anticheat_div0_evade_v_angle = this.v_angle;
+ MEAN_ACCUMULATE(this, anticheat_div0_evade, 0.5 - 0.5 * (this.anticheat_div0_evade_forward_initial * v_forward), 1);
}
- MEAN_ACCUMULATE(anticheat_div0_strafebot_old, movement_oddity(self.movement, self.anticheat_div0_strafebot_movement_prev), 1);
- self.anticheat_div0_strafebot_movement_prev = self.movement;
+ MEAN_ACCUMULATE(this, anticheat_div0_strafebot_old, movement_oddity(this.movement, this.anticheat_div0_strafebot_movement_prev), 1);
+ this.anticheat_div0_strafebot_movement_prev = this.movement;
// Note: this actually tries to detect snap-aim.
- if(vlen(self.anticheat_div0_strafebot_forward_prev) && time > self.anticheat_fixangle_endtime) {
- float cosangle = self.anticheat_div0_strafebot_forward_prev * v_forward;
+ if(vlen(this.anticheat_div0_strafebot_forward_prev) && time > this.anticheat_fixangle_endtime) {
+ float cosangle = this.anticheat_div0_strafebot_forward_prev * v_forward;
float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
/*
if (angle >= 10 * M_PI / 180)
- printf("SNAP %s: %f for %f, %f since fixangle\n", self.netname, angle * 180 / M_PI, cosangle, time - self.anticheat_fixangle_endtime);
+ printf("SNAP %s: %f for %f, %f since fixangle\n", this.netname, angle * 180 / M_PI, cosangle, time - this.anticheat_fixangle_endtime);
*/
- MEAN_ACCUMULATE(anticheat_div0_strafebot_new, angle / M_PI, 1);
+ MEAN_ACCUMULATE(this, anticheat_div0_strafebot_new, angle / M_PI, 1);
if (autocvar_slowmo > 0) {
// Technically this is a NOP, as the engine should be ensuring
float dt = max(0.001, frametime) / autocvar_slowmo;
float anglespeed = angle / dt;
- MEAN_ACCUMULATE(anticheat_idle_snapaim_signal, anglespeed, dt);
- MEAN_ACCUMULATE(anticheat_idle_snapaim_noise, anglespeed, dt);
- MEAN_ACCUMULATE(anticheat_idle_snapaim_m2, anglespeed, dt);
- MEAN_ACCUMULATE(anticheat_idle_snapaim_m3, anglespeed, dt);
- MEAN_ACCUMULATE(anticheat_idle_snapaim_m4, anglespeed, dt);
- MEAN_ACCUMULATE(anticheat_idle_snapaim_m7, anglespeed, dt);
- MEAN_ACCUMULATE(anticheat_idle_snapaim_m10, anglespeed, dt);
+ MEAN_ACCUMULATE(this, anticheat_idle_snapaim_signal, anglespeed, dt);
+ MEAN_ACCUMULATE(this, anticheat_idle_snapaim_noise, anglespeed, dt);
+ MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m2, anglespeed, dt);
+ MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m3, anglespeed, dt);
+ MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m4, anglespeed, dt);
+ MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m7, anglespeed, dt);
+ MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m10, anglespeed, dt);
}
}
- self.anticheat_div0_strafebot_forward_prev = v_forward;
+ this.anticheat_div0_strafebot_forward_prev = v_forward;
// generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
- self.anticheat_speedhack_movetime_frac += frametime;
- f = floor(self.anticheat_speedhack_movetime_frac);
- self.anticheat_speedhack_movetime_frac -= f;
- self.anticheat_speedhack_movetime_count += f;
- self.anticheat_speedhack_movetime = self.anticheat_speedhack_movetime_frac + self.anticheat_speedhack_movetime_count;
- f = self.anticheat_speedhack_movetime - servertime;
- if(self.anticheat_speedhack_offset == 0)
- self.anticheat_speedhack_offset = f;
+ this.anticheat_speedhack_movetime_frac += frametime;
+ f = floor(this.anticheat_speedhack_movetime_frac);
+ this.anticheat_speedhack_movetime_frac -= f;
+ this.anticheat_speedhack_movetime_count += f;
+ this.anticheat_speedhack_movetime = this.anticheat_speedhack_movetime_frac + this.anticheat_speedhack_movetime_count;
+ f = this.anticheat_speedhack_movetime - servertime;
+ if(this.anticheat_speedhack_offset == 0)
+ this.anticheat_speedhack_offset = f;
else
{
- MEAN_ACCUMULATE(anticheat_speedhack, max(0, f - self.anticheat_speedhack_offset), 1);
- self.anticheat_speedhack_offset += (f - self.anticheat_speedhack_offset) * frametime * 0.1;
+ MEAN_ACCUMULATE(this, anticheat_speedhack, max(0, f - this.anticheat_speedhack_offset), 1);
+ this.anticheat_speedhack_offset += (f - this.anticheat_speedhack_offset) * frametime * 0.1;
}
// new generic speedhack detection
- if (self.anticheat_speedhack_lasttime > 0) {
- float dt = servertime - self.anticheat_speedhack_lasttime;
+ if (this.anticheat_speedhack_lasttime > 0) {
+ float dt = servertime - this.anticheat_speedhack_lasttime;
const float falloff = 0.2;
- self.anticheat_speedhack_accu *= exp(-dt * falloff);
- self.anticheat_speedhack_accu += frametime * falloff;
+ this.anticheat_speedhack_accu *= exp(-dt * falloff);
+ this.anticheat_speedhack_accu += frametime * falloff;
// NOTE: at cl_netfps x, this actually averages not to 1, but to 1/x * falloff / (1 - exp(-1/x * falloff))
// For 15 netfps (absolute minimum bearable), and 0.2 falloff, this is: 1.0067
- self.anticheat_speedhack_lasttime = servertime;
- MEAN_ACCUMULATE(anticheat_speedhack_m1, self.anticheat_speedhack_accu, frametime);
- MEAN_ACCUMULATE(anticheat_speedhack_m2, self.anticheat_speedhack_accu, frametime);
- MEAN_ACCUMULATE(anticheat_speedhack_m3, self.anticheat_speedhack_accu, frametime);
- MEAN_ACCUMULATE(anticheat_speedhack_m4, self.anticheat_speedhack_accu, frametime);
- MEAN_ACCUMULATE(anticheat_speedhack_m5, self.anticheat_speedhack_accu, frametime);
+ this.anticheat_speedhack_lasttime = servertime;
+ MEAN_ACCUMULATE(this, anticheat_speedhack_m1, this.anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(this, anticheat_speedhack_m2, this.anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(this, anticheat_speedhack_m3, this.anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(this, anticheat_speedhack_m4, this.anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(this, anticheat_speedhack_m5, this.anticheat_speedhack_accu, frametime);
} else {
- self.anticheat_speedhack_accu = 1;
- self.anticheat_speedhack_lasttime = servertime;
+ this.anticheat_speedhack_accu = 1;
+ this.anticheat_speedhack_lasttime = servertime;
}
}
return;
// TODO(divVerent): Use xonstat to acquire good thresholds.
GameLogEcho(strcat(":anticheat:_time:", ftos(self.playerid), ":", ftos(servertime - self.anticheat_jointime)));
- GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack), 240, 0, 9999))); // Actually this one seems broken.
- GameLogEcho(strcat(":anticheat:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m1), 240, 1.01, 1.25)));
- GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m2), 240, 1.01, 1.25)));
- GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m3), 240, 1.01, 1.25)));
- GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m4), 240, 1.01, 1.25)));
- GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m5), 240, 1.01, 1.25)));
- GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_old), 120, 0.15, 0.4)));
- GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_new), 120, 0.25, 0.8)));
- GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_evade), 120, 0.2, 0.5)));
- GameLogEcho(strcat(":anticheat:idle_snapaim:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0, 9999)));
- GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal), 120, 0, 9999)));
- GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0, 9999)));
- GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m2), 120, 0, 9999)));
- GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m3), 120, 0, 9999)));
- GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m4), 120, 0, 9999)));
- GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m7), 120, 0, 9999)));
- GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m10), 120, 0, 9999)));
+ GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack), 240, 0, 9999))); // Actually this one seems broken.
+ GameLogEcho(strcat(":anticheat:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m1), 240, 1.01, 1.25)));
+ GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m2), 240, 1.01, 1.25)));
+ GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m3), 240, 1.01, 1.25)));
+ GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m4), 240, 1.01, 1.25)));
+ GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m5), 240, 1.01, 1.25)));
+ GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_div0_strafebot_old), 120, 0.15, 0.4)));
+ GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_div0_strafebot_new), 120, 0.25, 0.8)));
+ GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_div0_evade), 120, 0.2, 0.5)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_signal) - MEAN_EVALUATE(self, anticheat_idle_snapaim_noise), 120, 0, 9999)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_signal), 120, 0, 9999)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_noise), 120, 0, 9999)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m2), 120, 0, 9999)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m3), 120, 0, 9999)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m4), 120, 0, 9999)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m7), 120, 0, 9999)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m10), 120, 0, 9999)));
}
float anticheat_getvalue(string id)
{SELFPARAM();
switch(id) {
case "_time": return servertime - self.anticheat_jointime;
- case "speedhack": return MEAN_EVALUATE(anticheat_speedhack);
- case "speedhack_m1": return MEAN_EVALUATE(anticheat_speedhack_m1);
- case "speedhack_m2": return MEAN_EVALUATE(anticheat_speedhack_m2);
- case "speedhack_m3": return MEAN_EVALUATE(anticheat_speedhack_m3);
- case "speedhack_m4": return MEAN_EVALUATE(anticheat_speedhack_m4);
- case "speedhack_m5": return MEAN_EVALUATE(anticheat_speedhack_m5);
- case "div0_strafebot_old": return MEAN_EVALUATE(anticheat_div0_strafebot_old);
- case "div0_strafebot_new": return MEAN_EVALUATE(anticheat_div0_strafebot_new);
- case "div0_evade": return MEAN_EVALUATE(anticheat_div0_evade);
- case "idle_snapaim": return MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise);
- case "idle_snapaim_signal": return MEAN_EVALUATE(anticheat_idle_snapaim_signal);
- case "idle_snapaim_noise": return MEAN_EVALUATE(anticheat_idle_snapaim_noise);
- case "idle_snapaim_m2": return MEAN_EVALUATE(anticheat_idle_snapaim_m2);
- case "idle_snapaim_m3": return MEAN_EVALUATE(anticheat_idle_snapaim_m3);
- case "idle_snapaim_m4": return MEAN_EVALUATE(anticheat_idle_snapaim_m4);
- case "idle_snapaim_m7": return MEAN_EVALUATE(anticheat_idle_snapaim_m7);
- case "idle_snapaim_m10": return MEAN_EVALUATE(anticheat_idle_snapaim_m10);
+ case "speedhack": return MEAN_EVALUATE(self, anticheat_speedhack);
+ case "speedhack_m1": return MEAN_EVALUATE(self, anticheat_speedhack_m1);
+ case "speedhack_m2": return MEAN_EVALUATE(self, anticheat_speedhack_m2);
+ case "speedhack_m3": return MEAN_EVALUATE(self, anticheat_speedhack_m3);
+ case "speedhack_m4": return MEAN_EVALUATE(self, anticheat_speedhack_m4);
+ case "speedhack_m5": return MEAN_EVALUATE(self, anticheat_speedhack_m5);
+ case "div0_strafebot_old": return MEAN_EVALUATE(self, anticheat_div0_strafebot_old);
+ case "div0_strafebot_new": return MEAN_EVALUATE(self, anticheat_div0_strafebot_new);
+ case "div0_evade": return MEAN_EVALUATE(self, anticheat_div0_evade);
+ case "idle_snapaim": return MEAN_EVALUATE(self, anticheat_idle_snapaim_signal) - MEAN_EVALUATE(self, anticheat_idle_snapaim_noise);
+ case "idle_snapaim_signal": return MEAN_EVALUATE(self, anticheat_idle_snapaim_signal);
+ case "idle_snapaim_noise": return MEAN_EVALUATE(self, anticheat_idle_snapaim_noise);
+ case "idle_snapaim_m2": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m2);
+ case "idle_snapaim_m3": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m3);
+ case "idle_snapaim_m4": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m4);
+ case "idle_snapaim_m7": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m7);
+ case "idle_snapaim_m10": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m10);
}
return -1;
}