.float() PlayerPhysplug;
-// TODO: move to a common header
-#define VLEN2(v) v * v
-
// Client/server mappings
#ifdef CSQC
float IsMoveInDirection(vector mv, float angle) // key mix factor
{
- if(mv_x == 0 && mv_y == 0)
+ if (mv_x == 0 && mv_y == 0)
return 0; // avoid division by zero
angle -= RAD2DEG * atan2(mv_y, mv_x);
angle = remainder(angle, 360) / 45;
- if(angle > 1)
- return 0;
- if(angle < -1)
- return 0;
- return 1 - fabs(angle);
+ return angle > 1 ? 0 : angle < -1 ? 0 : 1 - fabs(angle);
}
float GeomLerp(float a, float lerp, float b)
{
- if(a == 0)
- {
- if(lerp < 1)
- return 0;
- else
- return b;
- }
- if(b == 0)
- {
- if(lerp > 0)
- return 0;
- else
- return a;
- }
- return a * pow(fabs(b / a), lerp);
+ return a == 0 ? (lerp < 1 ? 0 : b)
+ : b == 0 ? (lerp > 0 ? 0 : a)
+ : a * pow(fabs(b / a), lerp);
}
+#ifdef CSQC
float pmove_waterjumptime; // weird engine flag we shouldn't really use but have to for now
+#endif
const float unstick_count = 27;
vector unstick_offsets[unstick_count] =
'-0.125 0.125 -0.125', '0.125 0.125 -0.125',
};
-void CSQC_ClientMovement_Unstick(entity s)
+void CSQC_ClientMovement_Unstick()
{
float i;
- vector neworigin;
for (i = 0; i < unstick_count; i++)
{
- neworigin = unstick_offsets[i] + self.origin;
- tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, s);
+ vector neworigin = unstick_offsets[i] + self.origin;
+ tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
if (!trace_startsolid)
{
self.origin = neworigin;
}
}
-void CSQC_ClientMovement_UpdateStatus(entity s)
+void CSQC_ClientMovement_UpdateStatus()
{
- float f;
- vector origin1, origin2;
-
// make sure player is not stuck
- CSQC_ClientMovement_Unstick(self);
+ CSQC_ClientMovement_Unstick();
// set crouched
if (PHYS_INPUT_BUTTONS(self) & 16)
// low ceiling first
if (IS_DUCKED(self))
{
- tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, s);
+ tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
if (!trace_startsolid)
UNSET_DUCKED(self);
}
}
// set onground
- origin1 = self.origin;
+ vector origin1 = self.origin;
origin1_z += 1;
- origin2 = self.origin;
- origin2_z -= 1; // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
+ vector origin2 = self.origin;
+ origin2_z -= 1; // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
- tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, s);
- if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
+ tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
+ if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
{
SET_ONGROUND(self);
// this code actually "predicts" an impact; so let's clip velocity first
- f = dotproduct(self.velocity, trace_plane_normal);
- if(f < 0) // only if moving downwards actually
+ float f = dotproduct(self.velocity, trace_plane_normal);
+ if (f < 0) // only if moving downwards actually
self.velocity -= f * trace_plane_normal;
}
else
void CSQC_ClientMovement_Move(entity s)
{
- float bump;
- float t;
- float f;
- vector neworigin;
- vector currentorigin2;
- vector neworigin2;
- vector primalvelocity;
- float old_trace1_fraction;
- vector old_trace1_endpos;
- vector old_trace1_plane_normal;
- float old_trace2_fraction;
- vector old_trace2_plane_normal;
- CSQC_ClientMovement_UpdateStatus(self);
- primalvelocity = self.velocity;
- for (bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && VLEN2(self.velocity) > 0; bump++)
+ float t = PHYS_INPUT_TIMELENGTH;
+ CSQC_ClientMovement_UpdateStatus();
+// vector primalvelocity = self.velocity; // FIXME: unused
+ float bump = 0;
+ for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++)
{
- neworigin = self.origin + t * self.velocity;
+ vector neworigin = self.origin + t * self.velocity;
tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, s);
- old_trace1_fraction = trace_fraction;
- old_trace1_endpos = trace_endpos;
- old_trace1_plane_normal = trace_plane_normal;
+ float old_trace1_fraction = trace_fraction;
+ vector old_trace1_endpos = trace_endpos;
+ vector old_trace1_plane_normal = trace_plane_normal;
if (trace_fraction < 1 && trace_plane_normal_z == 0)
{
// may be a step or wall, try stepping up
// first move forward at a higher level
- currentorigin2 = self.origin;
+ vector currentorigin2 = self.origin;
currentorigin2_z += PHYS_STEPHEIGHT;
- neworigin2 = neworigin;
+ vector neworigin2 = neworigin;
neworigin2_z = self.origin_z + PHYS_STEPHEIGHT;
tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, s);
if (!trace_startsolid)
currentorigin2 = trace_endpos;
neworigin2 = trace_endpos;
neworigin2_z = self.origin_z;
- old_trace2_fraction = trace_fraction;
- old_trace2_plane_normal = trace_plane_normal;
+ float old_trace2_fraction = trace_fraction;
+ vector old_trace2_plane_normal = trace_plane_normal;
tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, s);
//Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
// accept the new trace if it made some progress
// this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
// <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
// this got commented out in a change that supposedly makes the code match QW better
- // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
+ // so if this is broken, maybe put it in an if (cls.protocol != PROTOCOL_QUAKEWORLD) block
if (trace_plane_normal_z > 0.7)
SET_ONGROUND(self);
t -= t * trace_fraction;
- f = dotproduct(self.velocity, trace_plane_normal);
+ float f = dotproduct(self.velocity, trace_plane_normal);
self.velocity -= f * trace_plane_normal;
}
- if (pmove_waterjumptime > 0)
- self.velocity = primalvelocity;
+// if (pmove_waterjumptime > 0)
+// self.velocity = primalvelocity;
}
void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
{
- float zspeed, xyspeed, dot, k;
-
+ float k;
#if 0
// this doesn't play well with analog input
- if(self.movement_x == 0 || self.movement_y != 0)
+ if (PHYS_INPUT_MOVEVALUES(self).x == 0 || PHYS_INPUT_MOVEVALUES(self).y != 0)
return; // can't control movement if not moving forward or backward
k = 32;
#else
k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
- if(k <= 0)
+ if (k <= 0)
return;
#endif
k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
- zspeed = self.velocity_z;
+ float zspeed = self.velocity_z;
self.velocity_z = 0;
- xyspeed = vlen(self.velocity);
+ float xyspeed = vlen(self.velocity);
self.velocity = normalize(self.velocity);
- dot = self.velocity * wishdir;
+ float dot = self.velocity * wishdir;
- if(dot > 0) // we can't change direction while slowing down
+ 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);
// (or 2)
void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
{
- float vel_straight;
- float vel_z;
- vector vel_perpend;
- float step;
-
- vector vel_xy;
- float vel_xy_current;
- float vel_xy_backward, vel_xy_forward;
- float speedclamp;
-
- if(stretchfactor > 0)
- speedclamp = stretchfactor;
- else if(accelqw < 0)
- speedclamp = 1; // full clamping, no stretch
- else
- speedclamp = -1; // no clamping
+ float speedclamp = stretchfactor > 0 ? stretchfactor
+ : accelqw < 0 ? 1 // full clamping, no stretch
+ : -1; // no clamping
- if(accelqw < 0)
- accelqw = -accelqw;
+ accelqw = fabs(accelqw);
- if(GAMEPLAYFIX_Q2AIRACCELERATE)
+ if (GAMEPLAYFIX_Q2AIRACCELERATE)
wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
- vel_straight = self.velocity * wishdir;
- vel_z = self.velocity_z;
- vel_xy = vec2(self.velocity);
- vel_perpend = vel_xy - vel_straight * wishdir;
+ float vel_straight = self.velocity * wishdir;
+ float vel_z = self.velocity_z;
+ vector vel_xy = vec2(self.velocity);
+ vector vel_perpend = vel_xy - vel_straight * wishdir;
- step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
+ float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
- vel_xy_current = vlen(vel_xy);
- if(speedlimit)
+ float vel_xy_current = vlen(vel_xy);
+ if (speedlimit)
accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
- vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
- vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
- if(vel_xy_backward < 0)
- vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
-
- vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
+ float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
+ float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
+ vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
+ vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
- if(sidefric < 0 && (vel_perpend*vel_perpend))
+ if (sidefric < 0 && (vel_perpend*vel_perpend))
// negative: only apply so much sideways friction to stay below the speed you could get by "braking"
{
- float f, fmin;
- f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
- fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
+ 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
// 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 (fmin <= 0)
vel_perpend *= f;
else
{
vel_xy = vel_straight * wishdir + vel_perpend;
- if(speedclamp >= 0)
+ if (speedclamp >= 0)
{
float vel_xy_preclamp;
vel_xy_preclamp = vlen(vel_xy);
- if(vel_xy_preclamp > 0) // prevent division by zero
+ if (vel_xy_preclamp > 0) // prevent division by zero
{
vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
- if(vel_xy_current < vel_xy_preclamp)
+ if (vel_xy_current < vel_xy_preclamp)
vel_xy *= (vel_xy_current / vel_xy_preclamp);
}
}
void PM_AirAccelerate(vector wishdir, float wishspeed)
{
- vector curvel, wishvel, acceldir, curdir;
- float addspeed, accelspeed, curspeed, f;
- float dot;
-
- if(wishspeed == 0)
+ if (wishspeed == 0)
return;
- curvel = self.velocity;
+ vector curvel = self.velocity;
curvel_z = 0;
- curspeed = vlen(curvel);
+ float curspeed = vlen(curvel);
- if(wishspeed > curspeed * 1.01)
- {
+ if (wishspeed > curspeed * 1.01)
wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
- }
else
{
- f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
+ 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;
}
- wishvel = wishdir * wishspeed;
- acceldir = wishvel - curvel;
- addspeed = vlen(acceldir);
+ vector wishvel = wishdir * wishspeed;
+ vector acceldir = wishvel - curvel;
+ float addspeed = vlen(acceldir);
acceldir = normalize(acceldir);
- accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+ float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
- if(PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
+ if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
{
- curdir = normalize(curvel);
- dot = acceldir * curdir;
- if(dot < 0)
- acceldir = acceldir - (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
+ vector curdir = normalize(curvel);
+ float dot = acceldir * curdir;
+ if (dot < 0)
+ acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
}
self.velocity += accelspeed * acceldir;
void PlayerJump (void)
{
#ifdef SVQC
- if(self.frozen)
+ if (self.frozen)
return; // no jumping in freezetag when frozen
- if(self.player_blocked)
+ if (self.player_blocked)
return; // no jumping while blocked
float doublejump = FALSE;
player_multijump = doublejump;
player_jumpheight = mjumpheight;
- if(MUTATOR_CALLHOOK(PlayerJump))
+ if (MUTATOR_CALLHOOK(PlayerJump))
return;
doublejump = player_multijump;
// we MUST clip velocity here!
float f;
f = self.velocity * trace_plane_normal;
- if(f < 0)
+ if (f < 0)
self.velocity -= f * trace_plane_normal;
}
}
if (!(self.flags & FL_ONGROUND))
return;
- if(self.cvar_cl_movement_track_canjump)
+ if (self.cvar_cl_movement_track_canjump)
if (!(self.flags & FL_JUMPRELEASED))
return;
// velocity bounds. Final velocity is bound between (jumpheight *
// min + jumpheight) and (jumpheight * max + jumpheight);
- if(autocvar_sv_jumpspeedcap_min != "")
+ if (autocvar_sv_jumpspeedcap_min != "")
{
- float minjumpspeed;
-
- minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
+ float minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
if (self.velocity_z < minjumpspeed)
mjumpheight += minjumpspeed - self.velocity_z;
}
- if(autocvar_sv_jumpspeedcap_max != "")
+ if (autocvar_sv_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);
- if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
+ if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
{
- float maxjumpspeed;
-
- maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
+ float maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
if (self.velocity_z > maxjumpspeed)
mjumpheight -= self.velocity_z - maxjumpspeed;
}
}
- if(!(self.lastflags & FL_ONGROUND))
+ if (!(self.lastflags & FL_ONGROUND))
{
- if(autocvar_speedmeter)
+ if (autocvar_speedmeter)
dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
- if(self.lastground < time - 0.3)
+ if (self.lastground < time - 0.3)
{
self.velocity_x *= (1 - autocvar_sv_friction_on_land);
self.velocity_y *= (1 - autocvar_sv_friction_on_land);
}
- if(self.jumppadcount > 1)
+ if (self.jumppadcount > 1)
dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
self.jumppadcount = 0;
}
- self.velocity_z = self.velocity_z + mjumpheight;
- self.oldvelocity_z = self.velocity_z;
+ self.oldvelocity_z = self.velocity_z += mjumpheight;
self.flags &= ~FL_ONGROUND;
self.flags &= ~FL_JUMPRELEASED;
animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
- if(autocvar_g_jump_grunt)
+ if (autocvar_g_jump_grunt)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
self.restart_jump = -1; // restart jump anim next time
void CheckWaterJump()
{
#ifdef SVQC
- vector start, end;
// check for a jump-out-of-water
- makevectors (self.angles);
- start = self.origin;
- start_z = start_z + 8;
+ makevectors(self.angles);
+ vector start = self.origin;
+ start_z += 8;
v_forward_z = 0;
normalize(v_forward);
- end = start + v_forward*24;
+ vector end = start + v_forward*24;
traceline (start, end, TRUE, self);
if (trace_fraction < 1)
{ // solid at waist
start_z = start_z + self.maxs_z - 8;
end = start + v_forward*24;
self.movedir = trace_plane_normal * -50;
- traceline (start, end, TRUE, self);
+ traceline(start, end, TRUE, self);
if (trace_fraction == 1)
{ // open at eye level
self.flags |= FL_WATERJUMP;
self.velocity_z = 225;
self.flags &= ~FL_JUMPRELEASED;
self.teleport_time = time + 2; // safety net
- return;
}
}
#endif
{
#ifdef SVQC
if (self.BUTTON_JUMP)
- PlayerJump ();
+ PlayerJump();
else
self.flags |= FL_JUMPRELEASED;
if (self.waterlevel == WATERLEVEL_SWIMMING)
- CheckWaterJump ();
+ CheckWaterJump();
#endif
}
float racecar_angle(float forward, float down)
{
- float ret, angle_mult;
-
- if(forward < 0)
+ if (forward < 0)
{
forward = -forward;
down = -down;
}
- ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
+ float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
- angle_mult = forward / (800 + forward);
+ float angle_mult = forward / (800 + forward);
- if(ret > 180)
+ if (ret > 180)
return ret * angle_mult + 360 * (1 - angle_mult);
else
return ret * angle_mult;
// using this move type for "big rigs"
// the engine does not push the entity!
- float accel, steer, f, myspeed, steerfactor;
- vector angles_save, rigvel;
+ vector rigvel;
- angles_save = self.angles;
- accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
- steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
+ vector angles_save = self.angles;
+ float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / self.stat_sv_maxspeed, 1);
+ float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / self.stat_sv_maxspeed, 1);
- if(g_bugrigs_reverse_speeding)
+ if (g_bugrigs_reverse_speeding)
{
- if(accel < 0)
+ if (accel < 0)
{
// back accel is DIGITAL
// to prevent speedhack
- if(accel < -0.5)
+ if (accel < -0.5)
accel = -1;
else
accel = 0;
self.angles_z = 0;
makevectors(self.angles); // new forward direction!
- if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
+ if (self.flags & FL_ONGROUND || g_bugrigs_air_steering)
{
- float upspeed, accelfactor;
-
- myspeed = self.velocity * v_forward;
- upspeed = self.velocity * v_up;
+ float myspeed = self.velocity * v_forward;
+ float upspeed = self.velocity * v_up;
// responsiveness factor for steering and acceleration
- f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
+ float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
//MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
- if(myspeed < 0 && g_bugrigs_reverse_spinning)
+ float steerfactor;
+ if (myspeed < 0 && g_bugrigs_reverse_spinning)
steerfactor = -myspeed * g_bugrigs_steer;
else
steerfactor = -myspeed * f * g_bugrigs_steer;
- if(myspeed < 0 && g_bugrigs_reverse_speeding)
+ float accelfactor;
+ if (myspeed < 0 && g_bugrigs_reverse_speeding)
accelfactor = g_bugrigs_accel;
else
accelfactor = f * g_bugrigs_accel;
//MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
- if(accel < 0)
+ if (accel < 0)
{
- if(myspeed > 0)
+ if (myspeed > 0)
{
myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
}
else
{
- if(!g_bugrigs_reverse_speeding)
+ if (!g_bugrigs_reverse_speeding)
myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
}
}
else
{
- if(myspeed >= 0)
+ if (myspeed >= 0)
{
myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
}
else
{
- if(g_bugrigs_reverse_stopping)
+ if (g_bugrigs_reverse_stopping)
myspeed = 0;
else
myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
}
else
{
- myspeed = vlen(self.velocity);
+ float myspeed = vlen(self.velocity);
// responsiveness factor for steering and acceleration
- f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
- steerfactor = -myspeed * f;
+ float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
+ float steerfactor = -myspeed * f;
self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
rigvel = self.velocity;
makevectors(self.angles); // new forward direction!
}
- rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
+ rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
//MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
//MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
//MAXIMA: solve(total_acceleration(v) = 0, v);
- if(g_bugrigs_planar_movement)
+ if (g_bugrigs_planar_movement)
{
vector rigvel_xy, neworigin, up;
float mt;
rigvel_z -= PHYS_INPUT_TIMELENGTH * autocvar_sv_gravity; // 4x gravity plays better
rigvel_xy = vec2(rigvel);
- if(g_bugrigs_planar_movement_car_jumping)
+ if (g_bugrigs_planar_movement_car_jumping)
mt = MOVE_NORMAL;
else
mt = MOVE_NOMONSTERS;
// align to surface
tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
- if(trace_fraction < 0.5)
+ if (trace_fraction < 0.5)
{
trace_fraction = 1;
neworigin = self.origin;
else
neworigin = trace_endpos;
- if(trace_fraction < 1)
+ if (trace_fraction < 1)
{
// now set angles_x so that the car points parallel to the surface
self.angles = vectoangles(
trace_fraction = 1;
tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
- if(trace_fraction != 1)
+ if (trace_fraction != 1)
{
self.angles = vectoangles2(
'1 0 0' * v_forward_x * trace_plane_normal_z
// smooth the angles
vector vf1, vu1, smoothangles;
makevectors(self.angles);
- f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
- if(f == 0)
+ float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
+ if (f == 0)
f = 1;
vf1 = v_forward * f;
vu1 = v_up * f;
#ifdef TETRIS
TetrisImpulse();
#else
- if(!CheatImpulse(99))
+ if (!CheatImpulse(99))
print("A hollow voice says \"Plugh\".\n");
#endif
#endif
{
#ifdef SVQC
string c;
- if(!buttons)
+ if (!buttons)
c = "x";
- else if(buttons == 1)
+ else if (buttons == 1)
c = "1";
- else if(buttons == 2)
+ else if (buttons == 2)
c = " ";
- else if(buttons == 128)
+ else if (buttons == 128)
c = "s";
- else if(buttons == 256)
+ else if (buttons == 256)
c = "w";
- else if(buttons == 512)
+ else if (buttons == 512)
c = "a";
- else if(buttons == 1024)
+ else if (buttons == 1024)
c = "d";
else
c = "?";
- if(c == substring(specialcommand, self.specialcommand_pos, 1))
+ if (c == substring(specialcommand, self.specialcommand_pos, 1))
{
self.specialcommand_pos += 1;
- if(self.specialcommand_pos >= strlen(specialcommand))
+ if (self.specialcommand_pos >= strlen(specialcommand))
{
self.specialcommand_pos = 0;
SpecialCommand();
return TRUE;
}
}
- else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
+ else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
self.specialcommand_pos = 0;
#endif
return FALSE;
if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
{
// slight annoyance for nick change scripts
- self.movement = -1 * self.movement;
+ PHYS_INPUT_MOVEVALUES(self) = -1 * PHYS_INPUT_MOVEVALUES(self);
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.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!
{
- self.angles_x = random() * 360;
- self.angles_y = random() * 360;
+ PHYS_INPUT_ANGLES(self)_x = random() * 360;
+ PHYS_INPUT_ANGLES(self)_y = random() * 360;
// at least I'm not forcing retardedview by also assigning to angles_z
self.fixangle = TRUE;
}
void PM_check_punch()
{
#ifdef SVQC
- float f;
if (self.punchangle != '0 0 0')
{
- f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
+ float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
if (f > 0)
self.punchangle = normalize(self.punchangle) * f;
else
if (self.punchvector != '0 0 0')
{
- f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
+ float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
if (f > 0)
self.punchvector = normalize(self.punchvector) * f;
else
void PM_check_spider(void)
{
#ifdef SVQC
- if(time < self.spider_slowness)
- {
- self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
- self.stat_sv_airspeedlimit_nonqw *= 0.5;
- }
+ if (time >= self.spider_slowness)
+ return;
+ self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
+ self.stat_sv_airspeedlimit_nonqw *= 0.5;
#endif
}
void PM_check_frozen(void)
{
#ifdef SVQC
- if(!self.frozen)
+ if (!self.frozen)
return;
- if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
+ if (autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
{
- 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);
+ PHYS_INPUT_MOVEVALUES(self)_x = bound(-5, PHYS_INPUT_MOVEVALUES(self).x, 5);
+ PHYS_INPUT_MOVEVALUES(self)_y = bound(-5, PHYS_INPUT_MOVEVALUES(self).y, 5);
+ PHYS_INPUT_MOVEVALUES(self)_z = bound(-5, PHYS_INPUT_MOVEVALUES(self).z, 5);
}
else
- self.movement = '0 0 0';
+ PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
self.disableclientprediction = 1;
vector midpoint = ((self.absmin + self.absmax) * 0.5);
- if(pointcontents(midpoint) == CONTENT_WATER)
+ if (pointcontents(midpoint) == CONTENT_WATER)
{
self.velocity = self.velocity * 0.5;
- if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+ if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
self.velocity_z = 200;
}
#endif
void PM_check_blocked(void)
{
#ifdef SVQC
- if(self.player_blocked)
- {
- self.movement = '0 0 0';
- self.disableclientprediction = 1;
- }
+ if (!self.player_blocked)
+ return;
+ PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
+ self.disableclientprediction = 1;
#endif
}
#ifdef SVQC
if not(g_cts || g_race)
return;
- if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
+ if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
{
speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
speedaward_holder = self.netname;
speedaward_uid = self.crypto_idfp;
speedaward_lastupdate = time;
}
- if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
+ if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
{
string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
race_send_speedaward(MSG_ALL);
void PM_check_vortex(void)
{
#ifdef SVQC
- float xyspeed;
- xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
- if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
+ float xyspeed = vlen(vec2(self.velocity));
+ if (self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
{
// add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
self.flags &= ~FL_ONGROUND;
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;
+ makevectors(PHYS_INPUT_ANGLES(self));
+ //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ v_right * PHYS_INPUT_MOVEVALUES(self).y
+ '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
// swimming
self.flags &= ~FL_ONGROUND;
- makevectors(self.v_angle);
- //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
+ makevectors(PHYS_INPUT_ANGLES(self));
+ //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ v_right * PHYS_INPUT_MOVEVALUES(self).y
+ '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
wishvel = '0 0 -60'; // drift towards bottom
vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- if (wishspeed > PHYS_MAXSPEED(self) * maxspd_mod)
- wishspeed = PHYS_MAXSPEED(self) * maxspd_mod;
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
wishspeed = wishspeed * 0.7;
// water friction
- self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
+ self.velocity *= (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
// water acceleration
- PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
}
void PM_ladder(float maxspd_mod)
float g;
g = autocvar_sv_gravity * PHYS_INPUT_TIMELENGTH;
- if(self.gravity)
+ if (self.gravity)
g *= self.gravity;
- if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
{
g *= 0.5;
self.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;
+ makevectors(PHYS_INPUT_ANGLES(self));
+ //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ + v_right * PHYS_INPUT_MOVEVALUES(self).y
+ + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
self.velocity_z += g;
if (self.ladder_entity.classname == "func_water")
{
float f = vlen(wishvel);
if (f > self.ladder_entity.speed)
- wishvel = wishvel * (self.ladder_entity.speed / f);
+ wishvel *= (self.ladder_entity.speed / f);
self.watertype = self.ladder_entity.skin;
f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
}
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = vlen(wishvel);
- if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
- wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+ float wishspeed = min(vlen(wishvel), self.stat_sv_maxspeed * maxspd_mod);
if (time >= self.teleport_time)
- {
// water acceleration
PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
- }
#endif
}
void PM_jetpack(float maxspd_mod)
{
#ifdef SVQC
- //makevectors(self.v_angle_y * '0 1 0');
- makevectors(self.v_angle);
- vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+ //makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
+ makevectors(PHYS_INPUT_ANGLES(self));
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ + v_right * PHYS_INPUT_MOVEVALUES(self).y;
// add remaining speed as Z component
- float maxairspd = PHYS_MAXAIRSPEED*max(1, maxspd_mod);
+ float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod);
// fix speedhacks :P
- wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
+ wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
// add the unused velocity as up component
wishvel_z = 0;
- // if(self.BUTTON_JUMP)
+ // if (self.BUTTON_JUMP)
wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
// it is now normalized, so...
- float a_side, a_up, a_add, a_diff;
- a_side = autocvar_g_jetpack_acceleration_side;
- a_up = autocvar_g_jetpack_acceleration_up;
- a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
+ float a_side = autocvar_g_jetpack_acceleration_side;
+ float a_up = autocvar_g_jetpack_acceleration_up;
+ float a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
wishvel_x *= a_side;
wishvel_y *= a_side;
wishvel_z *= a_up;
wishvel_z += a_add;
- float best;
- best = 0;
+ float best = 0;
//////////////////////////////////////////////////////////////////////////////////////
// finding the maximum over all vectors of above form
// with wishvel having an absolute value of 1
// for z in the range from -1 to 1
//////////////////////////////////////////////////////////////////////////////////////
// maximum is EITHER attained at the single extreme point:
- a_diff = a_side * a_side - a_up * a_up;
+ float a_diff = a_side * a_side - a_up * a_up;
float f;
- if(a_diff != 0)
+ if (a_diff != 0)
{
f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
- if(f > -1 && f < 1) // can it be attained?
+ if (f > -1 && f < 1) // can it be attained?
{
best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
//print("middle\n");
}
// OR attained at z = 1:
f = (a_up + a_add) * (a_up + a_add);
- if(f > best)
+ if (f > best)
{
best = f;
//print("top\n");
}
// OR attained at z = -1:
f = (a_up - a_add) * (a_up - a_add);
- if(f > best)
+ if (f > best)
{
best = f;
//print("bottom\n");
float fxy, fz;
fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
- if(wishvel_z - autocvar_sv_gravity > 0)
+ if (wishvel_z - autocvar_sv_gravity > 0)
fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
else
fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
fvel = min(1, vlen(wishvel) / best);
- if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * PHYS_INPUT_TIMELENGTH * fvel));
else
f = 1;
{
#ifdef SVQC
// we get here if we ran out of ammo
- if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
+ if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
sprint(self, "You don't have any fuel for the ^2Jetpack\n");
#endif
// walking
+ v_right * PHYS_INPUT_MOVEVALUES(self).y;
#ifdef SVQC
- if(!(self.lastflags & FL_ONGROUND))
+ if (!(self.lastflags & FL_ONGROUND))
{
- if(autocvar_speedmeter)
+ if (autocvar_speedmeter)
dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
- if(self.lastground < time - 0.3)
+ if (self.lastground < time - 0.3)
self.velocity *= (1 - autocvar_sv_friction_on_land);
- if(self.jumppadcount > 1)
+ if (self.jumppadcount > 1)
dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
self.jumppadcount = 0;
}
vector v = self.velocity;
v_z = 0;
float f = vlen(v);
- if(f > 0)
+ if (f > 0)
{
f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
- f = max(f, 0);
- self.velocity *= f;
+ f = max(0, f);
+ self.velocity *= f;
/*
Mathematical analysis time!
self.velocity += accelspeed * wishdir;
}
float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
- if(!(GAMEPLAYFIX_NOGRAVITYONGROUND))
- {
- if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- self.velocity_z -= g * 0.5;
- else
- self.velocity_z -= g;
- }
- if (VLEN2(self.velocity))
+ if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
+ if (self.velocity * self.velocity)
CSQC_ClientMovement_Move(self);
- if(!(GAMEPLAYFIX_NOGRAVITYONGROUND) || !IS_ONGROUND(self))
- {
- if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
self.velocity_z -= g * 0.5;
- }
#else
if (time >= self.teleport_time)
PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
void PM_air(float buttons_prev, float maxspd_mod)
{
- float wishspeed0;
#ifdef SVQC
// we get here if we ran out of ammo
- if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
+ if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
sprint(self, "You don't have any fuel for the ^2Jetpack\n");
#endif
float maxairspd, airaccel;
+ v_right * PHYS_INPUT_MOVEVALUES(self).y;
// acceleration
vector wishdir = normalize(wishvel);
- float wishspeed = wishspeed0 = vlen(wishvel);
- wishspeed0 = min(wishspeed0, PHYS_MAXSPEED(self) * maxspd_mod);
+ float wishspeed = vlen(wishvel);
+ float wishspeed0 = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
wishspeed = min(wishspeed, maxairspd);
if (IS_DUCKED(self))
wishspeed *= 0.5;
if (pmove_waterjumptime <= 0)
#endif
{
- float accelerating;
- float wishspeed2;
- float airaccelqw;
- float strafity;
-
- airaccelqw = PHYS_AIRACCEL_QW(self);
- accelerating = (self.velocity * wishdir > 0);
- wishspeed2 = wishspeed;
+ float airaccelqw = PHYS_AIRACCEL_QW(self);
+ float accelerating = (self.velocity * wishdir > 0);
+ float wishspeed2 = wishspeed;
// CPM
- if(PHYS_AIRSTOPACCELERATE)
+ if (PHYS_AIRSTOPACCELERATE)
{
- vector curdir;
- curdir = self.velocity;
- curdir_z = 0;
- curdir = normalize(curdir);
- airaccel = airaccel + (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+ vector curdir = normalize(vec2(self.velocity));
+ airaccel += (PHYS_AIRSTOPACCELERATE*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)
- strafity = IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), +90); // if one is nonzero, other is always zero
- if(PHYS_MAXAIRSTRAFESPEED)
+ float strafity = IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), +90); // if one is nonzero, other is always zero
+ if (PHYS_MAXAIRSTRAFESPEED)
wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
- if(PHYS_AIRSTRAFEACCELERATE)
+ if (PHYS_AIRSTRAFEACCELERATE)
airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE*maxspd_mod);
- if(PHYS_AIRSTRAFEACCEL_QW(self))
+ if (PHYS_AIRSTRAFEACCEL_QW(self))
airaccelqw = copysign(1-GeomLerp(1-fabs(PHYS_AIRACCEL_QW(self)), strafity, 1-fabs(PHYS_AIRSTRAFEACCEL_QW(self))), ((strafity > 0.5) ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)));
// !CPM
- if(PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(self).y == 0 && PHYS_INPUT_MOVEVALUES(self).x != 0)
+ if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(self).y == 0 && PHYS_INPUT_MOVEVALUES(self).x != 0)
PM_AirAccelerate(wishdir, wishspeed);
else
PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
- if(PHYS_AIRCONTROL)
+ if (PHYS_AIRCONTROL)
CPM_PM_Aircontrol(wishdir, wishspeed2);
}
#ifdef CSQC
float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
- if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
self.velocity_z -= g * 0.5;
else
self.velocity_z -= g;
CSQC_ClientMovement_Move(self);
- if(!(GAMEPLAYFIX_NOGRAVITYONGROUND) || !IS_ONGROUND(self))
- {
- if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
self.velocity_z -= g * 0.5;
- }
#endif
}
-#ifdef CSQC
// Copied from server/g_damage.qc, why is it even in there?
-float IsFlying(entity a)
+float PM_is_flying()
{
- if(a.flags & FL_ONGROUND)
- return 0;
- if(a.waterlevel >= WATERLEVEL_SWIMMING)
+ if (self.flags & FL_ONGROUND)
return 0;
- traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
- if(trace_fraction < 1)
+ if (self.waterlevel >= WATERLEVEL_SWIMMING)
return 0;
- return 1;
+ traceline(self.origin, self.origin - '0 0 48', MOVE_NORMAL, self);
+ return trace_fraction >= 1;
}
-#endif
void PM_Main()
{
if (!(PHYS_INPUT_BUTTONS(self) & 2)) // !jump
UNSET_JUMP_HELD(self); // canjump = true
pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
- CSQC_ClientMovement_UpdateStatus(self);
+ CSQC_ClientMovement_UpdateStatus();
#endif
- float maxspd_mod, buttons;
- float buttons_prev;
- float not_allowed_to_move;
#ifdef SVQC
WarpZone_PlayerPhysics_FixVAngle();
#endif
- maxspd_mod = 1;
+ float maxspd_mod = 1;
maxspd_mod *= PM_check_keepaway();
maxspd_mod *= PHYS_HIGHSPEED;
// TODO maybe rather use maxairspeed? needs testing
#ifdef SVQC
self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
- if(autocvar_sv_airstrafeaccel_qw)
+ if (autocvar_sv_airstrafeaccel_qw)
self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
else
self.stat_sv_airstrafeaccel_qw = 0;
self.stat_movement_highspeed = autocvar_g_movement_highspeed;
#endif
#ifdef SVQC
- if(self.PlayerPhysplug)
- if(self.PlayerPhysplug())
- return;
+ if (self.PlayerPhysplug)
+ if (self.PlayerPhysplug())
+ return;
#endif
PM_check_race_movetime();
#ifdef SVQC
anticheat_physics();
#endif
- buttons = PHYS_INPUT_BUTTONS(self);
+ float buttons = PHYS_INPUT_BUTTONS(self);
if (PM_check_specialcommand(buttons))
return;
#ifdef SVQC
- if(sv_maxidle > 0)
+ if (sv_maxidle > 0)
{
- if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
+ if (buttons != self.buttons_old || PHYS_INPUT_MOVEVALUES(self) != self.movement_old || PHYS_INPUT_ANGLES(self) != self.v_angle_old)
self.parm_idlesince = time;
}
#endif
- buttons_prev = self.buttons_old;
+ float buttons_prev = self.buttons_old;
self.buttons_old = buttons;
self.movement_old = PHYS_INPUT_MOVEVALUES(self);
self.v_angle_old = PHYS_INPUT_ANGLES(self);
#ifdef SVQC
if (IS_BOT_CLIENT(self))
{
- if(playerdemo_read())
+ if (playerdemo_read())
return;
bot_think();
}
self.items &= ~IT_USING_JETPACK;
#ifdef SVQC
- if(IS_PLAYER(self))
+ if (IS_PLAYER(self))
#endif
{
#ifdef SVQC
- if(self.race_penalty)
- if(time > self.race_penalty)
+ if (self.race_penalty)
+ if (time > self.race_penalty)
self.race_penalty = 0;
#endif
- not_allowed_to_move = 0;
+ float not_allowed_to_move = 0;
#ifdef SVQC
- if(self.race_penalty)
+ if (self.race_penalty)
not_allowed_to_move = 1;
#endif
#ifdef SVQC
- if(!autocvar_sv_ready_restart_after_countdown)
- if(time < game_starttime)
+ if (!autocvar_sv_ready_restart_after_countdown)
+ if (time < game_starttime)
not_allowed_to_move = 1;
#endif
- if(not_allowed_to_move)
+ if (not_allowed_to_move)
{
self.velocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
#endif
}
#ifdef SVQC
- else if(self.disableclientprediction == 2)
+ else if (self.disableclientprediction == 2)
{
- if(self.movetype == MOVETYPE_NONE)
+ if (self.movetype == MOVETYPE_NONE)
self.movetype = MOVETYPE_WALK;
self.disableclientprediction = 0;
}
#ifdef SVQC
// when we get here, disableclientprediction cannot be 2
self.disableclientprediction = 0;
- if(time < self.ladder_time)
+ if (time < self.ladder_time)
self.disableclientprediction = 1;
#endif
maxspd_mod = 1;
#ifdef SVQC
- if(self.in_swamp) {
+ if (self.in_swamp) {
maxspd_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
}
#endif
#ifdef SVQC
// conveyors: first fix velocity
- if(self.conveyor.state)
+ if (self.conveyor.state)
self.velocity -= self.conveyor.movedir;
#endif
if (!IS_PLAYER(self))
{
maxspd_mod *= autocvar_sv_spectator_speed_multiplier;
- if(!self.spectatorspeed)
+ if (!self.spectatorspeed)
self.spectatorspeed = maxspd_mod;
- if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
+ if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
{
- if(self.lastclassname != "player")
+ if (self.lastclassname != "player")
{
- if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
+ if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
- else if(self.impulse == 11)
+ else if (self.impulse == 11)
self.spectatorspeed = maxspd_mod;
- else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
+ else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
- else if(self.impulse >= 1 && self.impulse <= 9)
+ else if (self.impulse >= 1 && self.impulse <= 9)
self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
} // otherwise just clear
self.impulse = 0;
#ifdef SVQC
if (!self.fixangle && !g_bugrigs)
- {
- self.angles_x = 0;
- self.angles_y = self.v_angle_y;
- self.angles_z = 0;
- }
+ self.angles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
#endif
- if(self.flags & FL_ONGROUND)
#ifdef SVQC
- if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
- if(self.wasFlying)
+ if (self.flags & FL_ONGROUND)
+ if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
+ if (self.wasFlying)
{
self.wasFlying = 0;
- if(self.waterlevel < WATERLEVEL_SWIMMING)
- if(time >= self.ladder_time)
+ if (self.waterlevel < WATERLEVEL_SWIMMING)
+ if (time >= self.ladder_time)
if (!self.hook)
{
self.nextstep = time + 0.3 + random() * 0.1;
tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
{
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
else
GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
}
#endif
- if(IsFlying(self))
+ if (PM_is_flying())
self.wasFlying = 1;
#ifdef SVQC
- if(IS_PLAYER(self))
+ if (IS_PLAYER(self))
CheckPlayerJump();
#endif
else
{
#ifdef CSQC
- // jump if on ground with jump button pressed but only if it has been
- // released at least once since the last jump
- if (PHYS_INPUT_BUTTONS(self) & 2)
- {
- if (IS_ONGROUND(self) && (!IS_JUMP_HELD(self) || !cvar("cl_movement_track_canjump")))
- {
- self.velocity_z += PHYS_JUMPVELOCITY;
- UNSET_ONGROUND(self);
- SET_JUMP_HELD(self); // canjump = false
- }
- }
- else
- UNSET_JUMP_HELD(self); // canjump = true
+ // jump if on ground with jump button pressed but only if it has been
+ // released at least once since the last jump
+ if (PHYS_INPUT_BUTTONS(self) & 2)
+ {
+ if (IS_ONGROUND(self) && (!IS_JUMP_HELD(self) || !cvar("cl_movement_track_canjump")))
+ {
+ self.velocity_z += PHYS_JUMPVELOCITY;
+ UNSET_ONGROUND(self);
+ SET_JUMP_HELD(self); // canjump = false
+ }
+ }
+ else
+ UNSET_JUMP_HELD(self); // canjump = true
#endif
- if (IS_ONGROUND(self))
- {
- PM_walk(buttons_prev, maxspd_mod);
- }
- else
- {
- PM_air(buttons_prev, maxspd_mod);
- }
+ if (IS_ONGROUND(self))
+ PM_walk(buttons_prev, maxspd_mod);
+ else
+ PM_air(buttons_prev, maxspd_mod);
}
#ifdef SVQC
- if(!IS_OBSERVER(self))
+ if (!IS_OBSERVER(self))
PM_check_race();
#endif
PM_check_vortex();
:end
- if(self.flags & FL_ONGROUND)
+ if (self.flags & FL_ONGROUND)
self.lastground = time;
#ifdef SVQC
// conveyors: then break velocity again
- if(self.conveyor.state)
+ if (self.conveyor.state)
self.velocity += self.conveyor.movedir;
#endif
{
// if a move is more than 50ms, do it as two moves (matching qwsv)
//Con_Printf("%i ", self.cmd.msec);
- if(PHYS_INPUT_TIMELENGTH > 0.0005)
+ if (PHYS_INPUT_TIMELENGTH > 0.0005)
{
if (PHYS_INPUT_TIMELENGTH > 0.05)
{
PM_Main();
}
else
- {
// we REALLY need this handling to happen, even if the move is not executed
if (!(PHYS_INPUT_BUTTONS(self) & 2)) // !jump
UNSET_JUMP_HELD(self); // canjump = true
- }
}
-#undef VLEN2
-
#undef PHYS_INPUT_ANGLES
#undef PHYS_INPUT_BUTTONS