class(Wall) .float loddistance1, loddistance2;
class(Wall) .vector saved;
-// This variable will be set by trigger
-.float antiwall_flag;
+ // Needed for interactive clientwalls
+ .float inactive; // Clientwall disappears when inactive
+ .float alpha_max, alpha_min;
+ // If fade_start > fade_end, fadeout will be inverted
+ // fade_vertical_offset is a vertival offset for player position
+ .float fade_start, fade_end, fade_vertical_offset;
+ .float default_solid;
+
void Ent_Wall_Draw();
void Ent_Wall_Remove();
--- /dev/null
- self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
- if (autocvar_sv_airstrafeaccel_qw)
- self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
+#include "physics.qh"
+#include "triggers/trigger/swamp.qh"
+#include "triggers/trigger/jumppads.qh"
+
+#ifdef SVQC
+
+#include "../server/miscfunctions.qh"
+
++// client side physics
++bool Physics_Valid(string thecvar)
++{
++ if(!autocvar_g_physics_clientselect) { return false; }
++
++ string l = strcat(" ", autocvar_g_physics_clientselect_options, " ");
++
++ if(strstrofs(l, strcat(" ", thecvar, " "), 0) >= 0)
++ return true;
++
++ return false;
++}
++
++float Physics_ClientOption(entity pl, string option)
++{
++ if(Physics_Valid(pl.cvar_cl_physics))
++ {
++ string var = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
++ if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
++ return cvar(var);
++ }
++ if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
++ {
++ string var = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
++ if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
++ return cvar(var);
++ }
++ return cvar(strcat("sv_", option));
++}
++
+void Physics_AddStats()
+{
+ // static view offset and hitbox vectors
+ // networked for all you bandwidth pigs out there
+ addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
+ addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
+ addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
+ addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
+ addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
+ addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
+
+ addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
+ addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
+ addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
+ addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
+ addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
+ addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
+ addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
+ addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
+ addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
+ addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
+ addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
+ addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
+
+ // g_movementspeed hack
+ addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
+ addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
+ addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
+ addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
+ addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
+
+ // jet pack
+ addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
+ addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
+ addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
+ addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
+ addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
+ addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
+
+ // hack to fix track_canjump
+ addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
+
+ // double jump
+ addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
+
+ // jump speed caps
+ addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
+ addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
+ addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
+
+ // hacks
+ addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
+ addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
+ addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
+
++ // new properties
++ addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
++ addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
++ addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
++ addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
++ addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
++ addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
++ addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
++ addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
++ addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
++ addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
++ addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
++ addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
++ addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
++ addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
++ addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
++ addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
++ addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
++ addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
++ addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
++
+ addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
+}
+
+void Physics_UpdateStats(float maxspd_mod)
+{
+ // blah
+ self.stat_pl_view_ofs = PL_VIEW_OFS;
+ self.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;
+
- self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
- self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
++
++ 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);
+ else
+ self.stat_sv_airstrafeaccel_qw = 0;
- k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
++ 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!
+
+ self.stat_doublejump = PHYS_DOUBLEJUMP;
+
+ 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;
+
+ self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
+ self.stat_jumpspeedcap_max = PHYS_JUMPSPEEDCAP_MAX;
+ self.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;
+
+ self.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_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
+}
+#endif
+
+float IsMoveInDirection(vector mv, float ang) // key mix factor
+{
+ if (mv_x == 0 && mv_y == 0)
+ return 0; // avoid division by zero
+ ang -= RAD2DEG * atan2(mv_y, mv_x);
+ ang = remainder(ang, 360) / 45;
+ return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
+}
+
+float GeomLerp(float a, float lerp, float b)
+{
+ return a == 0 ? (lerp < 1 ? 0 : b)
+ : b == 0 ? (lerp > 0 ? 0 : a)
+ : a * pow(fabs(b / a), lerp);
+}
+
+noref float pmove_waterjumptime;
+
+const float unstick_count = 27;
+vector unstick_offsets[unstick_count] =
+{
+// 1 no nudge (just return the original if this test passes)
+ '0.000 0.000 0.000',
+// 6 simple nudges
+ ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
+ '-0.125 0.000 0.000', '0.125 0.000 0.000',
+ ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
+// 4 diagonal flat nudges
+ '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
+ '-0.125 0.125 0.000', '0.125 0.125 0.000',
+// 8 diagonal upward nudges
+ '-0.125 0.000 0.125', '0.125 0.000 0.125',
+ ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
+ '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
+ '-0.125 0.125 0.125', '0.125 0.125 0.125',
+// 8 diagonal downward nudges
+ '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
+ ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
+ '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
+ '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
+};
+
+void PM_ClientMovement_Unstick()
+{
+ float i;
+ for (i = 0; i < unstick_count; i++)
+ {
+ vector neworigin = unstick_offsets[i] + self.origin;
+ tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
+ if (!trace_startsolid)
+ {
+ setorigin(self, neworigin);
+ return;// true;
+ }
+ }
+}
+
+void PM_ClientMovement_UpdateStatus(bool ground)
+{
+ // make sure player is not stuck
+ PM_ClientMovement_Unstick();
+
+ // set crouched
+ if (PHYS_INPUT_BUTTON_CROUCH(self))
+ {
+ // wants to crouch, this always works..
+ if (!IS_DUCKED(self))
+ SET_DUCKED(self);
+ }
+ else
+ {
+ // wants to stand, if currently crouching we need to check for a
+ // low ceiling first
+ if (IS_DUCKED(self))
+ {
+ tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
+ if (!trace_startsolid)
+ UNSET_DUCKED(self);
+ }
+ }
+
+ // set onground
+ vector origin1 = self.origin + '0 0 1';
+ vector origin2 = self.origin - '0 0 1';
+
+ if(ground)
+ {
+ tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
+ if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
+ {
+ SET_ONGROUND(self);
+
+ // this code actually "predicts" an impact; so let's clip velocity first
+ float f = self.velocity * trace_plane_normal;
+ self.velocity -= f * trace_plane_normal;
+ }
+ else
+ UNSET_ONGROUND(self);
+ }
+
+ // set watertype/waterlevel
+ origin1 = self.origin;
+ origin1_z += self.mins_z + 1;
+ self.waterlevel = WATERLEVEL_NONE;
+
+ int thepoint = pointcontents(origin1);
+
+ self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
+
+ if(self.watertype)
+ {
+ self.waterlevel = WATERLEVEL_WETFEET;
+ origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
+ thepoint = pointcontents(origin1);
+ if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
+ {
+ self.waterlevel = WATERLEVEL_SWIMMING;
+ origin1_z = self.origin_z + 22;
+ thepoint = pointcontents(origin1);
+ if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
+ self.waterlevel = WATERLEVEL_SUBMERGED;
+ }
+ }
+
+ if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
+ pmove_waterjumptime = 0;
+}
+
+void PM_ClientMovement_Move()
+{
+#ifdef CSQC
+ int bump;
+ float t;
+ float f;
+ vector neworigin;
+ vector currentorigin2;
+ vector neworigin2;
+ vector primalvelocity;
+
+ vector trace1_endpos = '0 0 0';
+ vector trace2_endpos = '0 0 0';
+ vector trace3_endpos = '0 0 0';
+ float trace1_fraction = 0;
+ float trace2_fraction = 0;
+ float trace3_fraction = 0;
+ vector trace1_plane_normal = '0 0 0';
+ vector trace2_plane_normal = '0 0 0';
+ vector trace3_plane_normal = '0 0 0';
+
+
+ PM_ClientMovement_UpdateStatus(false);
+ primalvelocity = self.velocity;
+ for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
+ {
+ neworigin = self.origin + t * self.velocity;
+ tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
+ trace1_endpos = trace_endpos;
+ trace1_fraction = trace_fraction;
+ trace1_plane_normal = trace_plane_normal;
+ if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
+ {
+ // may be a step or wall, try stepping up
+ // first move forward at a higher level
+ currentorigin2 = self.origin;
+ currentorigin2_z += PHYS_STEPHEIGHT;
+ neworigin2 = neworigin;
+ neworigin2_z += PHYS_STEPHEIGHT;
+ tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ trace2_endpos = trace_endpos;
+ trace2_fraction = trace_fraction;
+ trace2_plane_normal = trace_plane_normal;
+ if(!trace_startsolid)
+ {
+ // then move down from there
+ currentorigin2 = trace2_endpos;
+ neworigin2 = trace2_endpos;
+ neworigin2_z = self.origin_z;
+ tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ trace3_endpos = trace_endpos;
+ trace3_fraction = trace_fraction;
+ trace3_plane_normal = trace_plane_normal;
+ // accept the new trace if it made some progress
+ if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
+ {
+ trace1_endpos = trace2_endpos;
+ trace1_fraction = trace2_fraction;
+ trace1_plane_normal = trace2_plane_normal;
+ trace1_endpos = trace3_endpos;
+ }
+ }
+ }
+
+ // check if it moved at all
+ if(trace1_fraction >= 0.001)
+ setorigin(self, trace1_endpos);
+
+ // check if it moved all the way
+ if(trace1_fraction == 1)
+ break;
+
+ // 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
+ if(trace1_plane_normal_z > 0.7)
+ SET_ONGROUND(self);
+
+ t -= t * trace1_fraction;
+
+ f = (self.velocity * trace1_plane_normal);
+ self.velocity = self.velocity + -f * trace1_plane_normal;
+ }
+ if(pmove_waterjumptime > 0)
+ self.velocity = primalvelocity;
+#endif
+}
+
+void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
+{
+ float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
+ if (k <= 0)
+ return;
+
- self.stat_sv_airspeedlimit_nonqw *= 0.5;
++ k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
+
+ float zspeed = self.velocity_z;
+ self.velocity_z = 0;
+ float xyspeed = vlen(self.velocity);
+ self.velocity = normalize(self.velocity);
+
+ float dot = self.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);
+ }
+
+ self.velocity = self.velocity * xyspeed;
+ self.velocity_z = zspeed;
+}
+
+float AdjustAirAccelQW(float accelqw, float factor)
+{
+ return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
+}
+
+// example config for alternate speed clamping:
+// sv_airaccel_qw 0.8
+// 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)
+{
+ float speedclamp = stretchfactor > 0 ? stretchfactor
+ : accelqw < 0 ? 1 // full clamping, no stretch
+ : -1; // no clamping
+
+ accelqw = fabs(accelqw);
+
+ 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);
+ vector vel_perpend = vel_xy - vel_straight * wishdir;
+
+ float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
+
+ float vel_xy_current = vlen(vel_xy);
+ if (speedlimit)
+ accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
+ 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))
+ // 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
+ // 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)
+ vel_perpend *= f;
+ else
+ {
+ fmin = sqrt(fmin);
+ vel_perpend *= max(fmin, f);
+ }
+ }
+ else
+ vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
+
+ vel_xy = vel_straight * wishdir + vel_perpend;
+
+ if (speedclamp >= 0)
+ {
+ float vel_xy_preclamp;
+ vel_xy_preclamp = vlen(vel_xy);
+ 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)
+ vel_xy *= (vel_xy_current / vel_xy_preclamp);
+ }
+ }
+
+ self.velocity = vel_xy + vel_z * '0 0 1';
+}
+
+void PM_AirAccelerate(vector wishdir, float wishspeed)
+{
+ if (wishspeed == 0)
+ return;
+
+ vector curvel = self.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);
+ 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;
+ }
+ 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);
+
+ if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
+ {
+ vector curdir = normalize(curvel);
+ float dot = acceldir * curdir;
+ if (dot < 0)
+ acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
+ }
+
+ self.velocity += accelspeed * acceldir;
+}
+
+
+/*
+=============
+PlayerJump
+
+When you press the jump key
+returns true if handled
+=============
+*/
+bool PlayerJump (void)
+{
+ if (PHYS_FROZEN(self))
+ return true; // no jumping in freezetag when frozen
+
+#ifdef SVQC
+ if (self.player_blocked)
+ return true; // no jumping while blocked
+#endif
+
+ bool doublejump = false;
+ float mjumpheight = PHYS_JUMPVELOCITY;
+
+ player_multijump = doublejump;
+ player_jumpheight = mjumpheight;
+#ifdef SVQC
+ if (MUTATOR_CALLHOOK(PlayerJump))
+#elif defined(CSQC)
+ if(PM_multijump_checkjump())
+#endif
+ return true;
+
+ doublejump = player_multijump;
+ mjumpheight = player_jumpheight;
+
+ if (PHYS_DOUBLEJUMP)
+ {
+ 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 > 0.7)
+ {
+ doublejump = true;
+
+ // we MUST clip velocity here!
+ float f;
+ f = self.velocity * trace_plane_normal;
+ if (f < 0)
+ self.velocity -= f * trace_plane_normal;
+ }
+ }
+
+ if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ {
+ self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
+ return true;
+ }
+
+ if (!doublejump)
+ if (!IS_ONGROUND(self))
+ return IS_JUMP_HELD(self);
+
+ if (PHYS_TRACK_CANJUMP(self))
+ if (IS_JUMP_HELD(self))
+ return true;
+
+ // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
+ // velocity bounds. Final velocity is bound between (jumpheight *
+ // min + jumpheight) and (jumpheight * max + jumpheight);
+
+ if(PHYS_JUMPSPEEDCAP_MIN)
+ {
+ float minjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MIN;
+
+ if (self.velocity_z < minjumpspeed)
+ mjumpheight += minjumpspeed - self.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);
+
+ if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
+ {
+ float maxjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MAX;
+
+ if (self.velocity_z > maxjumpspeed)
+ mjumpheight -= self.velocity_z - maxjumpspeed;
+ }
+ }
+
+ if (!WAS_ONGROUND(self))
+ {
+#ifdef SVQC
+ if(autocvar_speedmeter)
+ dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+#endif
+ if(self.lastground < time - 0.3)
+ {
+ self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
+ self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
+ }
+#ifdef SVQC
+ if(self.jumppadcount > 1)
+ dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
+ self.jumppadcount = 0;
+#endif
+ }
+
+ self.velocity_z += mjumpheight;
+
+ UNSET_ONGROUND(self);
+ SET_JUMP_HELD(self);
+
+#ifdef SVQC
+
+ self.oldvelocity_z = self.velocity_z;
+
+ animdecide_setaction(self, ANIMACTION_JUMP, true);
+
+ if (autocvar_g_jump_grunt)
+ PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+#endif
+ return true;
+}
+
+void CheckWaterJump()
+{
+// check for a jump-out-of-water
+ makevectors(self.v_angle);
+ vector start = self.origin;
+ start_z += 8;
+ v_forward_z = 0;
+ normalize(v_forward);
+ 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);
+ if (trace_fraction == 1)
+ { // open at eye level
+ self.velocity_z = 225;
+ self.flags |= FL_WATERJUMP;
+ SET_JUMP_HELD(self);
+#ifdef SVQC
+ self.teleport_time = time + 2; // safety net
+#elif defined(CSQC)
+ pmove_waterjumptime = time + 2;
+#endif
+ }
+ }
+}
+
+
+#ifdef SVQC
+ #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
+#elif defined(CSQC)
+ float autocvar_cl_jetpack_jump;
+ #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
+#endif
+.float jetpack_stopped;
+// Hack: shouldn't need to know about this
+.float multijump_count;
+void CheckPlayerJump()
+{
+#ifdef SVQC
+ float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
+#endif
+ if (JETPACK_JUMP(self) < 2)
+ ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+
+ if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+ {
+ float air_jump = !PlayerJump() || self.multijump_count > 0; // 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;
+
+ if (!(ITEMS_STAT(self) & IT_JETPACK)) { }
+ else if (self.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);
+ else if (activate)
+ Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+#endif
+ self.jetpack_stopped = true;
+ ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ }
+ else if (activate && !PHYS_FROZEN(self))
+ ITEMS_STAT(self) |= IT_USING_JETPACK;
+ }
+ else
+ {
+ self.jetpack_stopped = false;
+ ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+ }
+ if (!PHYS_INPUT_BUTTON_JUMP(self))
+ UNSET_JUMP_HELD(self);
+
+ if (self.waterlevel == WATERLEVEL_SWIMMING)
+ CheckWaterJump();
+}
+
+float racecar_angle(float forward, float down)
+{
+ if (forward < 0)
+ {
+ forward = -forward;
+ down = -down;
+ }
+
+ float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
+
+ float angle_mult = forward / (800 + forward);
+
+ if (ret > 180)
+ return ret * angle_mult + 360 * (1 - angle_mult);
+ else
+ return ret * angle_mult;
+}
+
+void RaceCarPhysics()
+{
+#ifdef SVQC
+ // using this move type for "big rigs"
+ // the engine does not push the entity!
+
+ vector rigvel;
+
+ vector angles_save = self.angles;
+ float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
+ float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
+
+ if (g_bugrigs_reverse_speeding)
+ {
+ if (accel < 0)
+ {
+ // back accel is DIGITAL
+ // to prevent speedhack
+ if (accel < -0.5)
+ accel = -1;
+ else
+ accel = 0;
+ }
+ }
+
+ self.angles_x = 0;
+ self.angles_z = 0;
+ makevectors(self.angles); // new forward direction!
+
+ if (IS_ONGROUND(self) || g_bugrigs_air_steering)
+ {
+ float myspeed = self.velocity * v_forward;
+ float upspeed = self.velocity * v_up;
+
+ // responsiveness factor for steering and acceleration
+ 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);
+
+ float steerfactor;
+ if (myspeed < 0 && g_bugrigs_reverse_spinning)
+ steerfactor = -myspeed * g_bugrigs_steer;
+ else
+ steerfactor = -myspeed * f * g_bugrigs_steer;
+
+ 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 (myspeed > 0)
+ {
+ myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
+ }
+ else
+ {
+ if (!g_bugrigs_reverse_speeding)
+ myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
+ }
+ }
+ else
+ {
+ if (myspeed >= 0)
+ {
+ myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
+ }
+ else
+ {
+ if (g_bugrigs_reverse_stopping)
+ myspeed = 0;
+ else
+ myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
+ }
+ }
+ // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
+ //MAXIMA: friction(v) := g_bugrigs_friction_floor;
+
+ self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
+ makevectors(self.angles); // new forward direction!
+
+ myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
+
+ rigvel = myspeed * v_forward + '0 0 1' * upspeed;
+ }
+ else
+ {
+ float myspeed = vlen(self.velocity);
+
+ // responsiveness factor for steering and acceleration
+ 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 *= 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)
+ {
+ vector rigvel_xy, neworigin, up;
+ float mt;
+
+ rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
+ rigvel_xy = vec2(rigvel);
+
+ if (g_bugrigs_planar_movement_car_jumping)
+ mt = MOVE_NORMAL;
+ else
+ mt = MOVE_NOMONSTERS;
+
+ tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
+ up = trace_endpos - self.origin;
+
+ // BUG RIGS: align the move to the surface instead of doing collision testing
+ // can we move?
+ tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
+
+ // 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)
+ {
+ trace_fraction = 1;
+ neworigin = self.origin;
+ }
+ else
+ neworigin = trace_endpos;
+
+ if (trace_fraction < 1)
+ {
+ // now set angles_x so that the car points parallel to the surface
+ self.angles = vectoangles(
+ '1 0 0' * v_forward_x * trace_plane_normal_z
+ +
+ '0 1 0' * v_forward_y * trace_plane_normal_z
+ +
+ '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
+ );
+ SET_ONGROUND(self);
+ }
+ else
+ {
+ // now set angles_x so that the car points forward, but is tilted in velocity direction
+ UNSET_ONGROUND(self);
+ }
+
+ self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
+ self.movetype = MOVETYPE_NOCLIP;
+ }
+ else
+ {
+ rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
+ self.velocity = rigvel;
+ self.movetype = MOVETYPE_FLY;
+ }
+
+ trace_fraction = 1;
+ tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
+ if (trace_fraction != 1)
+ {
+ self.angles = vectoangles2(
+ '1 0 0' * v_forward_x * trace_plane_normal_z
+ +
+ '0 1 0' * v_forward_y * trace_plane_normal_z
+ +
+ '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
+ trace_plane_normal
+ );
+ }
+ else
+ {
+ vector vel_local;
+
+ vel_local_x = v_forward * self.velocity;
+ vel_local_y = v_right * self.velocity;
+ vel_local_z = v_up * self.velocity;
+
+ self.angles_x = racecar_angle(vel_local_x, vel_local_z);
+ self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
+ }
+
+ // smooth the angles
+ vector vf1, vu1, smoothangles;
+ makevectors(self.angles);
+ 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;
+ makevectors(angles_save);
+ vf1 = vf1 + v_forward * (1 - f);
+ vu1 = vu1 + v_up * (1 - f);
+ smoothangles = vectoangles2(vf1, vu1);
+ self.angles_x = -smoothangles_x;
+ self.angles_z = smoothangles_z;
+#endif
+}
+
+string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
+.float specialcommand_pos;
+void SpecialCommand()
+{
+#ifdef SVQC
+#ifdef TETRIS
+ TetrisImpulse();
+#else
+ if (!CheatImpulse(99))
+ print("A hollow voice says \"Plugh\".\n");
+#endif
+#endif
+}
+
+float PM_check_keepaway(void)
+{
+#ifdef SVQC
+ return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
+#else
+ return 1;
+#endif
+}
+
+void PM_check_race_movetime(void)
+{
+#ifdef SVQC
+ self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
+ float f = floor(self.race_movetime_frac);
+ self.race_movetime_frac -= f;
+ self.race_movetime_count += f;
+ self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
+#endif
+}
+
+float PM_check_specialcommand(float buttons)
+{
+#ifdef SVQC
+ string c;
+ if (!buttons)
+ c = "x";
+ else if (buttons == 1)
+ c = "1";
+ else if (buttons == 2)
+ c = " ";
+ else if (buttons == 128)
+ c = "s";
+ else if (buttons == 256)
+ c = "w";
+ else if (buttons == 512)
+ c = "a";
+ else if (buttons == 1024)
+ c = "d";
+ else
+ c = "?";
+
+ if (c == substring(specialcommand, self.specialcommand_pos, 1))
+ {
+ self.specialcommand_pos += 1;
+ 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)))
+ self.specialcommand_pos = 0;
+#endif
+ return false;
+}
+
+void PM_check_nickspam(void)
+{
+#ifdef SVQC
+ if (time >= self.nickspamtime)
+ return;
+ if (self.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;
+
+ 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.v_angle_x = random() * 360;
+ self.v_angle_y = random() * 360;
+ // at least I'm not forcing retardedview by also assigning to angles_z
+ self.fixangle = true;
+ }
+ }
+#endif
+}
+
+void PM_check_punch()
+{
+#ifdef SVQC
+ if (self.punchangle != '0 0 0')
+ {
+ float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
+ if (f > 0)
+ self.punchangle = normalize(self.punchangle) * f;
+ else
+ self.punchangle = '0 0 0';
+ }
+
+ if (self.punchvector != '0 0 0')
+ {
+ float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
+ if (f > 0)
+ self.punchvector = normalize(self.punchvector) * f;
+ else
+ self.punchvector = '0 0 0';
+ }
+#endif
+}
+
+void PM_check_spider(void)
+{
+#ifdef SVQC
+ if (time >= self.spider_slowness)
+ return;
+ PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
- float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod);
++ PHYS_MAXAIRSPEED(self) *= 0.5;
++ PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
++ PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
+#endif
+}
+
+// predict frozen movement, as frozen players CAN move in some cases
+void PM_check_frozen(void)
+{
+ if (!PHYS_FROZEN(self))
+ return;
+ if (PHYS_DODGING_FROZEN
+#ifdef SVQC
+ && IS_REAL_CLIENT(self)
+#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);
+ }
+ else
+ self.movement = '0 0 0';
+
+ vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ if (pointcontents(midpoint) == CONTENT_WATER)
+ {
+ self.velocity = self.velocity * 0.5;
+
+ if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+ self.velocity_z = 200;
+ }
+}
+
+void PM_check_hitground()
+{
+#ifdef SVQC
+ if (IS_ONGROUND(self))
+ 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.hook)
+ {
+ self.nextstep = time + 0.3 + random() * 0.1;
+ trace_dphitq3surfaceflags = 0;
+ 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)
+ GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ else
+ GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ }
+ }
+ }
+#endif
+}
+
+void PM_check_blocked(void)
+{
+#ifdef SVQC
+ if (!self.player_blocked)
+ return;
+ self.movement = '0 0 0';
+ self.disableclientprediction = 1;
+#endif
+}
+
+#ifdef SVQC
+float speedaward_lastsent;
+float speedaward_lastupdate;
+#endif
+void PM_check_race(void)
+{
+#ifdef SVQC
+ if(!(g_cts || g_race))
+ return;
+ 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)
+ {
+ string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
+ race_send_speedaward(MSG_ALL);
+ speedaward_lastsent = speedaward_speed;
+ if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
+ {
+ speedaward_alltimebest = speedaward_speed;
+ speedaward_alltimebest_holder = speedaward_holder;
+ speedaward_alltimebest_uid = speedaward_uid;
+ db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
+ db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
+ race_send_speedaward_alltimebest(MSG_ALL);
+ }
+ }
+#endif
+}
+
+void PM_check_vortex(void)
+{
+#ifdef SVQC
+ // WEAPONTODO
+ float xyspeed = vlen(vec2(self.velocity));
+ if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, 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, WEP_CVAR(vortex, charge_maxspeed));
+ float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
+ // add the extra charge
+ self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+ }
+#endif
+}
+
+void PM_fly(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;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+#ifdef SVQC
+ if (time >= self.teleport_time)
+#endif
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move();
+}
+
+void PM_swim(float maxspd_mod)
+{
+ // swimming
+ UNSET_ONGROUND(self);
+
+ float jump = PHYS_INPUT_BUTTON_JUMP(self);
+ // water jump only in certain situations
+ // this mimics quakeworld code
+ if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
+ {
+ vector yawangles = '0 1 0' * self.v_angle.y;
+ makevectors(yawangles);
+ vector forward = v_forward;
+ vector spot = self.origin + 24 * forward;
+ spot_z += 8;
+ traceline(spot, spot, MOVE_NOMONSTERS, self);
+ if (trace_startsolid)
+ {
+ spot_z += 24;
+ traceline(spot, spot, MOVE_NOMONSTERS, self);
+ if (!trace_startsolid)
+ {
+ self.velocity = forward * 50;
+ self.velocity_z = 310;
+ pmove_waterjumptime = 2;
+ UNSET_ONGROUND(self);
+ SET_JUMP_HELD(self);
+ }
+ }
+ }
+ 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;
+ 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;
+
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
+
+// if (pmove_waterjumptime <= 0) // TODO: use
+ {
+ // water friction
+ float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
+ f = min(max(0, f), 1);
+ self.velocity *= f;
+
+ f = wishspeed - self.velocity * wishdir;
+ if (f > 0)
+ {
+ float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
+ self.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;
+ else
+ {
+ if (IS_NEXUIZ_DERIVED(gamemode))
+#endif
+ self.velocity_z = 200;
+#if 0
+ else
+ self.velocity_z = 100;
+ }
+#endif
+ }
+ }
+ // water acceleration
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move();
+}
+
+void PM_ladder(float maxspd_mod)
+{
+ // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
+ UNSET_ONGROUND(self);
+
+ float g;
+ g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
+ if (PHYS_ENTGRAVITY(self))
+ g *= PHYS_ENTGRAVITY(self);
+ 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;
+ self.velocity_z += g;
+ if (self.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;
+ else
+ {
+ self.waterlevel = WATERLEVEL_NONE;
+ self.watertype = CONTENT_EMPTY;
+ }
+ }
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+#ifdef SVQC
+ if (time >= self.teleport_time)
+#endif
+ // water acceleration
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
+ PM_ClientMovement_Move();
+}
+
+void PM_jetpack(float maxspd_mod)
+{
+ //makevectors(self.v_angle.y * '0 1 0');
+ makevectors(self.v_angle);
+ vector wishvel = v_forward * self.movement_x
+ + v_right * self.movement_y;
+ // add remaining speed as Z component
- float maxairspd = PHYS_MAXAIRSPEED * min(maxspd_mod, 1);
++ float maxairspd = PHYS_MAXAIRSPEED(self) * 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)
+ wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
+
+ // it is now normalized, so...
+ float a_side = PHYS_JETPACK_ACCEL_SIDE;
+ float a_up = PHYS_JETPACK_ACCEL_UP;
+ float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
+
+ wishvel_x *= a_side;
+ wishvel_y *= a_side;
+ wishvel_z *= a_up;
+ wishvel_z += a_add;
+
+ float best = 0;
+ //////////////////////////////////////////////////////////////////////////////////////
+ // finding the maximum over all vectors of above form
+ // with wishvel having an absolute value of 1
+ //////////////////////////////////////////////////////////////////////////////////////
+ // we're finding the maximum over
+ // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
+ // for z in the range from -1 to 1
+ //////////////////////////////////////////////////////////////////////////////////////
+ // maximum is EITHER attained at the single extreme point:
+ float a_diff = a_side * a_side - a_up * a_up;
+ float f;
+ 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?
+ {
+ 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)
+ {
+ best = f;
+ //print("top\n");
+ }
+ // OR attained at z = -1:
+ f = (a_up - a_add) * (a_up - a_add);
+ if (f > best)
+ {
+ best = f;
+ //print("bottom\n");
+ }
+ best = sqrt(best);
+ //////////////////////////////////////////////////////////////////////////////////////
+
+ //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);
+ if (wishvel_z - PHYS_GRAVITY > 0)
+ fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+ else
+ fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+
+ float fvel;
+ fvel = vlen(wishvel);
+ wishvel_x *= fxy;
+ wishvel_y *= fxy;
+ 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));
+ else
+ f = 1;
+
+ //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
+
+ if (f > 0 && wishvel != '0 0 0')
+ {
+ self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
+ UNSET_ONGROUND(self);
+
+#ifdef SVQC
+ if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
+ self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
+
+ ITEMS_STAT(self) |= 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);
+#endif
+ }
+
+#ifdef CSQC
+ float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+ else
+ self.velocity_z -= g;
+ PM_ClientMovement_Move();
+ if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+#endif
+}
+
+void PM_walk(float buttons_prev, float maxspd_mod)
+{
+ if (!WAS_ONGROUND(self))
+ {
+#ifdef SVQC
+ if (autocvar_speedmeter)
+ dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+#endif
+ if (self.lastground < time - 0.3)
+ self.velocity *= (1 - PHYS_FRICTION_ONLAND);
+#ifdef SVQC
+ if (self.jumppadcount > 1)
+ dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
+ self.jumppadcount = 0;
+#endif
+ }
+
+ // walking
+ makevectors(self.v_angle.y * '0 1 0');
+ vector wishvel = v_forward * self.movement.x
+ + v_right * self.movement.y;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
+
+ wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
+
+ // apply edge friction
+ float f = vlen(vec2(self.velocity));
+ if (f > 0)
+ {
+ float realfriction;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+ // TODO: apply edge friction
+ // apply ground friction
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+ realfriction = PHYS_FRICTION_SLICK;
+ else
+ realfriction = PHYS_FRICTION;
+
+ f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
+ f = max(0, f);
+ self.velocity *= f;
+ /*
+ Mathematical analysis time!
+
+ Our goal is to invert this mess.
+
+ For the two cases we get:
+ v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
+ = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+ v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+ and
+ v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+
+ 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)
+ and, respectively:
+ v0 >= PHYS_STOPSPEED
+ v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
+ v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ */
+ }
+ float addspeed = wishspeed - self.velocity * wishdir;
+ if (addspeed > 0)
+ {
+ float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
+ self.velocity += accelspeed * wishdir;
+ }
+ float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
+ if (self.velocity * self.velocity)
+ PM_ClientMovement_Move();
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
+ self.velocity_z -= g * 0.5;
+}
+
+void PM_air(float buttons_prev, float maxspd_mod)
+{
+ makevectors(self.v_angle.y * '0 1 0');
+ vector wishvel = v_forward * self.movement.x
+ + v_right * self.movement.y;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
+
+#ifdef SVQC
+ if (time >= self.teleport_time)
+#else
+ if (pmove_waterjumptime <= 0)
+#endif
+ {
- wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
- if (PHYS_AIRSTRAFEACCELERATE)
- airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE*maxspd_mod);
++ float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
+
+ // apply air speed limit
+ float airaccelqw = PHYS_AIRACCEL_QW(self);
+ float wishspeed0 = wishspeed;
+ wishspeed = min(wishspeed, maxairspd);
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
+ float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
+
+ float accelerating = (self.velocity * wishdir > 0);
+ float wishspeed2 = wishspeed;
+
+ // CPM: air control
+ if (PHYS_AIRSTOPACCELERATE)
+ {
+ 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;
+ // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
+ // -->
+ // dv/dt = accel * maxspeed (when slow)
+ // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
+ // log dv/dt = logaccel + logmaxspeed (when slow)
+ // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
+ float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
+ if (PHYS_MAXAIRSTRAFESPEED)
- float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED) * maxspeed_mod;
++ 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))
+ airaccelqw =
+ (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
+ *
+ (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
+ // !CPM
+
+ if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
+ PM_AirAccelerate(wishdir, wishspeed2);
+ 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)
+ CPM_PM_Aircontrol(wishdir, wishspeed2);
+ }
+ float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+ else
+ self.velocity_z -= g;
+ PM_ClientMovement_Move();
+ if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+}
+
+// used for calculating airshots
+bool IsFlying(entity a)
+{
+ if(IS_ONGROUND(a))
+ return false;
+ if(a.waterlevel >= WATERLEVEL_SWIMMING)
+ return false;
+ traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
+ if(trace_fraction < 1)
+ return false;
+ return true;
+}
+
+void PM_Main()
+{
+ int buttons = PHYS_INPUT_BUTTON_MASK(self);
+#ifdef CSQC
+ self.items = getstati(STAT_ITEMS, 0, 24);
+
+ self.movement = PHYS_INPUT_MOVEVALUES(self);
+
+ vector oldv_angle = self.v_angle;
+ vector oldangles = self.angles; // we need to save these, as they're abused by other code
+ self.v_angle = PHYS_INPUT_ANGLES(self);
+ self.angles = PHYS_WORLD_ANGLES(self);
+
+ self.team = myteam + 1; // is this correct?
+ if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
+ UNSET_JUMP_HELD(self); // canjump = true
+ pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
+
+ PM_ClientMovement_UpdateStatus(true);
+#endif
+
+
+#ifdef SVQC
+ WarpZone_PlayerPhysics_FixVAngle();
+#endif
+ float maxspeed_mod = 1;
+ maxspeed_mod *= PM_check_keepaway();
+ maxspeed_mod *= PHYS_HIGHSPEED;
+
+#ifdef SVQC
+ Physics_UpdateStats(maxspeed_mod);
+
+ if (self.PlayerPhysplug)
+ if (self.PlayerPhysplug())
+ return;
+#endif
+
+ PM_check_race_movetime();
+#ifdef SVQC
+ anticheat_physics();
+#endif
+
+ if (PM_check_specialcommand(buttons))
+ return;
+#ifdef SVQC
+ if (sv_maxidle > 0)
+ {
+ if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
+ self.parm_idlesince = time;
+ }
+#endif
+ int buttons_prev = self.buttons_old;
+ self.buttons_old = buttons;
+ self.movement_old = self.movement;
+ self.v_angle_old = self.v_angle;
+
+ PM_check_nickspam();
+
+ PM_check_punch();
+#ifdef SVQC
+ if (IS_BOT_CLIENT(self))
+ {
+ if (playerdemo_read())
+ return;
+ bot_think();
+ }
+
+ if (IS_PLAYER(self))
+#endif
+ {
+#ifdef SVQC
+ if (self.race_penalty)
+ if (time > self.race_penalty)
+ self.race_penalty = 0;
+#endif
+
+ bool not_allowed_to_move = false;
+#ifdef SVQC
+ if (self.race_penalty)
+ not_allowed_to_move = true;
+#endif
+#ifdef SVQC
+ if (time < game_starttime)
+ not_allowed_to_move = true;
+#endif
+
+ if (not_allowed_to_move)
+ {
+ self.velocity = '0 0 0';
+ self.movetype = MOVETYPE_NONE;
+#ifdef SVQC
+ self.disableclientprediction = 2;
+#endif
+ }
+#ifdef SVQC
+ else if (self.disableclientprediction == 2)
+ {
+ if (self.movetype == MOVETYPE_NONE)
+ self.movetype = MOVETYPE_WALK;
+ self.disableclientprediction = 0;
+ }
+#endif
+ }
+
+#ifdef SVQC
+ if (self.movetype == MOVETYPE_NONE)
+ return;
+
+ // when we get here, disableclientprediction cannot be 2
+ self.disableclientprediction = 0;
+#endif
+
+ PM_check_spider();
+
+ PM_check_frozen();
+
+ PM_check_blocked();
+
+ maxspeed_mod = 1;
+
+ if (self.in_swamp)
+ maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
+
+ // conveyors: first fix velocity
+ if (self.conveyor.state)
+ self.velocity -= self.conveyor.movedir;
+
+#ifdef SVQC
+ MUTATOR_CALLHOOK(PlayerPhysics);
+#endif
+#ifdef CSQC
+ PM_multijump();
+#endif
+
+// float forcedodge = 1;
+// if(forcedodge) {
+//#ifdef CSQC
+// PM_dodging_checkpressedkeys();
+//#endif
+// PM_dodging();
+// PM_ClientMovement_Move();
+// return;
+// }
+
+#ifdef SVQC
+ if (!IS_PLAYER(self))
+ {
+ maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
+ if (!self.spectatorspeed)
+ self.spectatorspeed = maxspeed_mod;
+ if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
+ {
+ if (self.lastclassname != "player")
+ {
+ 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)
+ self.spectatorspeed = maxspeed_mod;
+ 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)
+ self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
+ } // otherwise just clear
+ self.impulse = 0;
+ }
+ maxspeed_mod = self.spectatorspeed;
+ }
+
++ float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
+ if(self.speed != spd)
+ {
+ self.speed = spd;
+ string temps = ftos(spd);
+ stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
+ stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
+ stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
+ stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
+ }
+#endif
+
+ if(PHYS_DEAD(self))
+ {
+ // handle water here
+ vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
+ {
+ self.velocity = self.velocity * 0.5;
+
+ // do we want this?
+ //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
+ //{ self.velocity_z = 70; }
+ }
+ goto end;
+ }
+
+#ifdef SVQC
+ if (!self.fixangle && !g_bugrigs)
+ self.angles = '0 1 0' * self.v_angle.y;
+#endif
+
+ PM_check_hitground();
+
+ if(IsFlying(self))
+ self.wasFlying = 1;
+
+ if (IS_PLAYER(self))
+ CheckPlayerJump();
+
+ if (self.flags & FL_WATERJUMP)
+ {
+ self.velocity_x = self.movedir_x;
+ self.velocity_y = self.movedir_y;
+ if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
+ {
+ self.flags &= ~FL_WATERJUMP;
+ self.teleport_time = 0;
+ }
+ }
+
+#ifdef SVQC
+ else if (g_bugrigs && IS_PLAYER(self))
+ RaceCarPhysics();
+#endif
+
+ else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS(self) & BUFF_FLIGHT))
+ PM_fly(maxspeed_mod);
+
+ else if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ PM_swim(maxspeed_mod);
+
+ else if (time < self.ladder_time)
+ PM_ladder(maxspeed_mod);
+
+ else if (ITEMS_STAT(self) & IT_USING_JETPACK)
+ PM_jetpack(maxspeed_mod);
+
+ else if (IS_ONGROUND(self))
+ PM_walk(buttons_prev, maxspeed_mod);
+
+ else
+ PM_air(buttons_prev, maxspeed_mod);
+
+#ifdef SVQC
+ if (!IS_OBSERVER(self))
+ PM_check_race();
+#endif
+ PM_check_vortex();
+
+:end
+ if (IS_ONGROUND(self))
+ self.lastground = time;
+
+ // conveyors: then break velocity again
+ if(self.conveyor.state)
+ self.velocity += self.conveyor.movedir;
+
+ self.lastflags = self.flags;
+
+ self.lastclassname = self.classname;
+
+#ifdef CSQC
+ self.v_angle = oldv_angle;
+ self.angles = oldangles;
+#endif
+}
+
+#ifdef SVQC
+void SV_PlayerPhysics(void)
+#elif defined(CSQC)
+void CSQC_ClientMovement_PlayerMove_Frame(void)
+#endif
+{
+ PM_Main();
+
+#ifdef CSQC
+ self.pmove_flags =
+ ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
+ (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
+ ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);
+#endif
+}
--- /dev/null
- #define PHYS_AIRSTRAFEACCELERATE getstatf(STAT_MOVEVARS_AIRSTRAFEACCELERATE)
+#ifndef COMMON_PHYSICS_H
+#define COMMON_PHYSICS_H
+
+// Client/server mappings
+
+.entity conveyor;
+
+.float race_penalty;
+
+.float gravity;
+.float swamp_slowdown;
+.float lastflags;
+.float lastground;
+.float wasFlying;
+.float spectatorspeed;
+
+.vector movement_old;
+.float buttons_old;
+.vector v_angle_old;
+.string lastclassname;
+
+.float() PlayerPhysplug;
+float AdjustAirAccelQW(float accelqw, float factor);
+
+bool IsFlying(entity a);
+
+#ifdef CSQC
+
+ const int FL_WATERJUMP = 2048; // player jumping out of water
+ const int FL_JUMPRELEASED = 4096; // for jump debouncing
+
+ float PM_multijump_checkjump();
+ void PM_multijump();
+
+ .float watertype;
+ .int items;
+
+ .vector movement;
+ .vector v_angle;
+
+// TODO
+ #define IS_CLIENT(s) (s).isplayermodel
+ #define IS_PLAYER(s) (s).isplayermodel
+ #define isPushable(s) (s).isplayermodel
+
+ float player_multijump;
+ float player_jumpheight;
+
+ #define PHYS_INPUT_ANGLES(s) input_angles
+// TODO
+ #define PHYS_WORLD_ANGLES(s) input_angles
+
+ #define PHYS_INPUT_TIMELENGTH input_timelength
+ #define PHYS_INPUT_FRAMETIME serverdeltatime
+
+ #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
+
+ #define PHYS_INPUT_BUTTON_MASK(s) (input_buttons | 128 * (input_movevalues_x < 0) | 256 * (input_movevalues_x > 0) | 512 * (input_movevalues_y < 0) | 1024 * (input_movevalues_y > 0))
+ #define PHYS_INPUT_BUTTON_ATCK(s) !!(input_buttons & 1)
+ #define PHYS_INPUT_BUTTON_JUMP(s) !!(input_buttons & 2)
+ #define PHYS_INPUT_BUTTON_ATCK2(s) !!(input_buttons & 4)
+ #define PHYS_INPUT_BUTTON_ZOOM(s) !!(input_buttons & 8)
+ #define PHYS_INPUT_BUTTON_CROUCH(s) !!(input_buttons & 16)
+ #define PHYS_INPUT_BUTTON_HOOK(s) !!(input_buttons & 32)
+ #define PHYS_INPUT_BUTTON_USE(s) !!(input_buttons & 64)
+ #define PHYS_INPUT_BUTTON_BACKWARD(s) !!(input_buttons & 128)
+ #define PHYS_INPUT_BUTTON_FORWARD(s) !!(input_buttons & 256)
+ #define PHYS_INPUT_BUTTON_LEFT(s) !!(input_buttons & 512)
+ #define PHYS_INPUT_BUTTON_RIGHT(s) !!(input_buttons & 1024)
+ #define PHYS_INPUT_BUTTON_JETPACK(s) !!(input_buttons & 4096)
+
+ #define PHYS_DEAD(s) s.csqcmodel_isdead
+
+ #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE !!(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+ #define GAMEPLAYFIX_NOGRAVITYONGROUND cvar("sv_gameplayfix_nogravityonground")
+ #define GAMEPLAYFIX_Q2AIRACCELERATE cvar("sv_gameplayfix_q2airaccelerate")
+ #define GAMEPLAYFIX_EASIERWATERJUMP getstati(STAT_GAMEPLAYFIX_EASIERWATERJUMP)
+ #define GAMEPLAYFIX_DOWNTRACEONGROUND getstati(STAT_GAMEPLAYFIX_DOWNTRACEONGROUND)
+ #define GAMEPLAYFIX_STEPMULTIPLETIMES getstati(STAT_GAMEPLAYFIX_STEPMULTIPLETIMES)
+ #define GAMEPLAYFIX_UNSTICKPLAYERS getstati(STAT_GAMEPLAYFIX_UNSTICKPLAYERS)
+ #define GAMEPLAYFIX_STEPDOWN getstati(STAT_GAMEPLAYFIX_STEPDOWN)
+
+ #define IS_DUCKED(s) !!(s.flags & FL_DUCKED)
+ #define SET_DUCKED(s) s.flags |= FL_DUCKED
+ #define UNSET_DUCKED(s) s.flags &= ~FL_DUCKED
+
+ #define IS_JUMP_HELD(s) !(s.flags & FL_JUMPRELEASED)
+ #define SET_JUMP_HELD(s) s.flags &= ~FL_JUMPRELEASED
+ #define UNSET_JUMP_HELD(s) s.flags |= FL_JUMPRELEASED
+
+ #define IS_ONGROUND(s) !!(s.flags & FL_ONGROUND)
+ #define SET_ONGROUND(s) s.flags |= FL_ONGROUND
+ #define UNSET_ONGROUND(s) s.flags &= ~FL_ONGROUND
+
+ #define WAS_ONGROUND(s) !!(s.lastflags & FL_ONGROUND)
+
+ #define ITEMS_STAT(s) (s).items
+ #define BUFFS(s) getstati(STAT_BUFFS)
+
+ #define PHYS_AMMO_FUEL(s) getstati(STAT_FUEL)
+
+ #define PHYS_FROZEN(s) getstati(STAT_FROZEN)
+
+ #define PHYS_DOUBLEJUMP getstati(STAT_DOUBLEJUMP)
+
+ #define PHYS_BUGRIGS getstati(STAT_BUGRIGS)
+ #define PHYS_BUGRIGS_ANGLE_SMOOTHING getstati(STAT_BUGRIGS_ANGLE_SMOOTHING)
+ #define PHYS_BUGRIGS_PLANAR_MOVEMENT getstati(STAT_BUGRIGS_PLANAR_MOVEMENT)
+ #define PHYS_BUGRIGS_REVERSE_SPEEDING getstati(STAT_BUGRIGS_REVERSE_SPEEDING)
+ #define PHYS_BUGRIGS_FRICTION_FLOOR getstatf(STAT_BUGRIGS_FRICTION_FLOOR)
+ #define PHYS_BUGRIGS_AIR_STEERING getstati(STAT_BUGRIGS_AIR_STEERING)
+ #define PHYS_BUGRIGS_FRICTION_BRAKE getstatf(STAT_BUGRIGS_FRICTION_BRAKE)
+ #define PHYS_BUGRIGS_ACCEL getstatf(STAT_BUGRIGS_ACCEL)
+ #define PHYS_BUGRIGS_SPEED_REF getstatf(STAT_BUGRIGS_SPEED_REF)
+ #define PHYS_BUGRIGS_SPEED_POW getstatf(STAT_BUGRIGS_SPEED_POW)
+ #define PHYS_BUGRIGS_STEER getstatf(STAT_BUGRIGS_STEER)
+ #define PHYS_BUGRIGS_FRICTION_AIR getstatf(STAT_BUGRIGS_FRICTION_AIR)
+ #define PHYS_BUGRIGS_CAR_JUMPING getstatf(STAT_BUGRIGS_CAR_JUMPING)
+ #define PHYS_BUGRIGS_REVERSE_SPINNING getstatf(STAT_BUGRIGS_REVERSE_SPINNING)
+ #define PHYS_BUGRIGS_REVERSE_STOPPING getstatf(STAT_BUGRIGS_REVERSE_STOPPING)
+
+ #define PHYS_JUMPSPEEDCAP_MIN getstatf(STAT_MOVEVARS_JUMPSPEEDCAP_MIN)
+ #define PHYS_JUMPSPEEDCAP_MAX getstatf(STAT_MOVEVARS_JUMPSPEEDCAP_MAX)
+ #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS getstati(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS)
+
+ #define PHYS_TRACK_CANJUMP(s) getstati(STAT_MOVEVARS_TRACK_CANJUMP)
+ #define PHYS_ACCELERATE getstatf(STAT_MOVEVARS_ACCELERATE)
+ #define PHYS_AIRACCEL_QW(s) getstatf(STAT_MOVEVARS_AIRACCEL_QW)
+ #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) getstatf(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR)
+ #define PHYS_AIRACCEL_SIDEWAYS_FRICTION getstatf(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION)
+ #define PHYS_AIRACCELERATE getstatf(STAT_MOVEVARS_AIRACCELERATE)
+ #define PHYS_AIRCONTROL getstatf(STAT_MOVEVARS_AIRCONTROL)
+ #define PHYS_AIRCONTROL_PENALTY getstatf(STAT_MOVEVARS_AIRCONTROL_PENALTY)
+ #define PHYS_AIRCONTROL_POWER getstatf(STAT_MOVEVARS_AIRCONTROL_POWER)
+ #define PHYS_AIRSPEEDLIMIT_NONQW(s) getstatf(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW)
+ #define PHYS_AIRSTOPACCELERATE getstatf(STAT_MOVEVARS_AIRSTOPACCELERATE)
+ #define PHYS_AIRSTRAFEACCEL_QW(s) getstatf(STAT_MOVEVARS_AIRSTRAFEACCEL_QW)
- #define PHYS_MAXAIRSPEED getstatf(STAT_MOVEVARS_MAXAIRSPEED)
++ #define PHYS_AIRSTRAFEACCELERATE(s) getstatf(STAT_MOVEVARS_AIRSTRAFEACCELERATE)
+ #define PHYS_ENTGRAVITY(s) getstatf(STAT_MOVEVARS_ENTGRAVITY)
+ #define PHYS_FRICTION getstatf(STAT_MOVEVARS_FRICTION)
+ #define PHYS_FRICTION_SLICK getstatf(STAT_MOVEVARS_FRICTION_SLICK)
+ #define PHYS_FRICTION_ONLAND getstatf(STAT_MOVEVARS_FRICTION_ONLAND)
+ #define PHYS_GRAVITY getstatf(STAT_MOVEVARS_GRAVITY)
+ #define PHYS_HIGHSPEED getstatf(STAT_MOVEVARS_HIGHSPEED)
+ #define PHYS_JUMPVELOCITY getstatf(STAT_MOVEVARS_JUMPVELOCITY)
- #define PHYS_ACCELERATE autocvar_sv_accelerate
++ #define PHYS_MAXAIRSPEED(s) getstatf(STAT_MOVEVARS_MAXAIRSPEED)
+ #define PHYS_MAXAIRSTRAFESPEED getstatf(STAT_MOVEVARS_MAXAIRSTRAFESPEED)
+ #define PHYS_MAXSPEED(s) getstatf(STAT_MOVEVARS_MAXSPEED)
+ #define PHYS_STEPHEIGHT getstatf(STAT_MOVEVARS_STEPHEIGHT)
+ #define PHYS_STOPSPEED getstatf(STAT_MOVEVARS_STOPSPEED)
+ #define PHYS_WARSOWBUNNY_ACCEL getstatf(STAT_MOVEVARS_WARSOWBUNNY_ACCEL)
+ #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO getstatf(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO)
+ #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL getstatf(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL)
+ #define PHYS_WARSOWBUNNY_TOPSPEED getstatf(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED)
+ #define PHYS_WARSOWBUNNY_TURNACCEL getstatf(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL)
+
+ #define PHYS_WALLFRICTION getstati(STAT_MOVEVARS_WALLFRICTION)
+
+ #define PHYS_JETPACK_ACCEL_UP getstatf(STAT_JETPACK_ACCEL_UP)
+ #define PHYS_JETPACK_ACCEL_SIDE getstatf(STAT_JETPACK_ACCEL_SIDE)
+ #define PHYS_JETPACK_ANTIGRAVITY getstatf(STAT_JETPACK_ANTIGRAVITY)
+ #define PHYS_JETPACK_FUEL getstatf(STAT_JETPACK_FUEL)
+ #define PHYS_JETPACK_MAXSPEED_UP getstatf(STAT_JETPACK_MAXSPEED_UP)
+ #define PHYS_JETPACK_MAXSPEED_SIDE getstatf(STAT_JETPACK_MAXSPEED_SIDE)
+
+ #define PHYS_DODGING_FROZEN getstati(STAT_DODGING_FROZEN)
+
+ #define PHYS_NOSTEP getstati(STAT_NOSTEP)
+ #define PHYS_JUMPSTEP getstati(STAT_MOVEVARS_JUMPSTEP)
+
+#elif defined(SVQC)
+
++ bool Physics_Valid(string thecvar);
++
+ .vector stat_pl_view_ofs;
+ .vector stat_pl_crouch_view_ofs;
+
+ .vector stat_pl_min;
+ .vector stat_pl_max;
+ .vector stat_pl_crouch_min;
+ .vector stat_pl_crouch_max;
+
+ .float stat_sv_airaccel_qw;
+ .float stat_sv_airstrafeaccel_qw;
+ .float stat_sv_airspeedlimit_nonqw;
+ .float stat_sv_maxspeed;
+ .float stat_movement_highspeed;
+
+ .float stat_sv_friction_on_land;
+ .float stat_sv_friction_slick;
+
+ .float stat_doublejump;
+
+ .float stat_jumpspeedcap_min;
+ .float stat_jumpspeedcap_max;
+ .float stat_jumpspeedcap_disable_onramps;
+
+ .float stat_jetpack_accel_side;
+ .float stat_jetpack_accel_up;
+ .float stat_jetpack_antigravity;
+ .float stat_jetpack_fuel;
+ .float stat_jetpack_maxspeed_up;
+ .float stat_jetpack_maxspeed_side;
+ .float stat_gameplayfix_easierwaterjump;
+ .float stat_gameplayfix_downtracesupportsongroundflag;
+ .float stat_gameplayfix_stepmultipletimes;
+ .float stat_gameplayfix_unstickplayers;
+ .float stat_gameplayfix_stepdown;
+
+ .float stat_bugrigs;
+ .float stat_bugrigs_angle_smoothing;
+ .float stat_bugrigs_planar_movement;
+ .float stat_bugrigs_reverse_speeding;
+ .float stat_bugrigs_friction_floor;
+ .float stat_bugrigs_air_steering;
+ .float stat_bugrigs_friction_brake;
+ .float stat_bugrigs_accel;
+ .float stat_bugrigs_speed_ref;
+ .float stat_bugrigs_speed_pow;
+ .float stat_bugrigs_steer;
+ .float stat_bugrigs_friction_air;
+ .float stat_bugrigs_car_jumping;
+ .float stat_bugrigs_reverse_spinning;
+ .float stat_bugrigs_reverse_stopping;
+
++ // new properties
++ .float stat_sv_jumpvelocity;
++ .float stat_sv_airaccel_qw_stretchfactor;
++ .float stat_sv_maxairstrafespeed;
++ .float stat_sv_maxairspeed;
++ .float stat_sv_airstrafeaccelerate;
++ .float stat_sv_warsowbunny_turnaccel;
++ .float stat_sv_airaccel_sideways_friction;
++ .float stat_sv_aircontrol;
++ .float stat_sv_aircontrol_power;
++ .float stat_sv_aircontrol_penalty;
++ .float stat_sv_warsowbunny_airforwardaccel;
++ .float stat_sv_warsowbunny_topspeed;
++ .float stat_sv_warsowbunny_accel;
++ .float stat_sv_warsowbunny_backtosideratio;
++ .float stat_sv_friction;
++ .float stat_sv_accelerate;
++ .float stat_sv_stopspeed;
++ .float stat_sv_airaccelerate;
++ .float stat_sv_airstopaccelerate;
++
+ .float stat_nostep;
+ .float stat_jumpstep;
+
+ #define PHYS_INPUT_ANGLES(s) s.v_angle
+ #define PHYS_WORLD_ANGLES(s) s.angles
+
+ #define PHYS_INPUT_TIMELENGTH frametime
+ #define PHYS_INPUT_FRAMETIME sys_frametime
+
+ #define PHYS_INPUT_MOVEVALUES(s) s.movement
+ // TODO: cache
+ #define PHYS_INPUT_BUTTON_MASK(s) (s.BUTTON_ATCK | 2 * s.BUTTON_JUMP | 4 * s.BUTTON_ATCK2 | 8 * s.BUTTON_ZOOM | 16 * s.BUTTON_CROUCH | 32 * s.BUTTON_HOOK | 64 * s.BUTTON_USE | 128 * (s.movement_x < 0) | 256 * (s.movement_x > 0) | 512 * (s.movement_y < 0) | 1024 * (s.movement_y > 0))
+ #define PHYS_INPUT_BUTTON_ATCK(s) s.BUTTON_ATCK
+ #define PHYS_INPUT_BUTTON_JUMP(s) s.BUTTON_JUMP
+ #define PHYS_INPUT_BUTTON_ATCK2(s) s.BUTTON_ATCK2
+ #define PHYS_INPUT_BUTTON_ZOOM(s) s.BUTTON_ZOOM
+ #define PHYS_INPUT_BUTTON_CROUCH(s) s.BUTTON_CROUCH
+ #define PHYS_INPUT_BUTTON_HOOK(s) s.BUTTON_HOOK
+ #define PHYS_INPUT_BUTTON_USE(s) s.BUTTON_USE
+ #define PHYS_INPUT_BUTTON_BACKWARD(s) (s.movement_x < 0)
+ #define PHYS_INPUT_BUTTON_FORWARD(s) (s.movement_x > 0)
+ #define PHYS_INPUT_BUTTON_LEFT(s) (s.movement_y < 0)
+ #define PHYS_INPUT_BUTTON_RIGHT(s) (s.movement_y > 0)
+ #define PHYS_INPUT_BUTTON_JETPACK(s) s.BUTTON_JETPACK
+
+ #define PHYS_DEAD(s) s.deadflag != DEAD_NO
+
+ #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE autocvar_sv_gameplayfix_gravityunaffectedbyticrate
+ #define GAMEPLAYFIX_NOGRAVITYONGROUND cvar("sv_gameplayfix_nogravityonground")
+ #define GAMEPLAYFIX_Q2AIRACCELERATE autocvar_sv_gameplayfix_q2airaccelerate
+ #define GAMEPLAYFIX_EASIERWATERJUMP cvar("sv_gameplayfix_easierwaterjump")
+ #define GAMEPLAYFIX_DOWNTRACEONGROUND cvar("sv_gameplayfix_downtracesupportsongroundflag")
+ #define GAMEPLAYFIX_STEPMULTIPLETIMES cvar("sv_gameplayfix_stepmultipletimes")
+ #define GAMEPLAYFIX_UNSTICKPLAYERS cvar("sv_gameplayfix_unstickplayers")
+ #define GAMEPLAYFIX_STEPDOWN cvar("sv_gameplayfix_stepdown")
+
+ #define IS_DUCKED(s) s.crouch
+ #define SET_DUCKED(s) s.crouch = true
+ #define UNSET_DUCKED(s) s.crouch = false
+
+ #define IS_JUMP_HELD(s) !(s.flags & FL_JUMPRELEASED)
+ #define SET_JUMP_HELD(s) s.flags &= ~FL_JUMPRELEASED
+ #define UNSET_JUMP_HELD(s) s.flags |= FL_JUMPRELEASED
+
+ #define IS_ONGROUND(s) !!(s.flags & FL_ONGROUND)
+ #define SET_ONGROUND(s) s.flags |= FL_ONGROUND
+ #define UNSET_ONGROUND(s) s.flags &= ~FL_ONGROUND
+
+ #define WAS_ONGROUND(s) !!((s).lastflags & FL_ONGROUND)
+
+ #define ITEMS_STAT(s) s.items
+ #define BUFFS(s) (s).buffs
+
+ #define PHYS_AMMO_FUEL(s) s.ammo_fuel
+
+ #define PHYS_FROZEN(s) s.frozen
+
+ #define PHYS_DOUBLEJUMP autocvar_sv_doublejump
+
+ #define PHYS_BUGRIGS g_bugrigs
+ #define PHYS_BUGRIGS_ANGLE_SMOOTHING g_bugrigs_angle_smoothing
+ #define PHYS_BUGRIGS_PLANAR_MOVEMENT g_bugrigs_planar_movement
+ #define PHYS_BUGRIGS_REVERSE_SPEEDING g_bugrigs_reverse_speeding
+ #define PHYS_BUGRIGS_FRICTION_FLOOR g_bugrigs_friction_floor
+ #define PHYS_BUGRIGS_AIR_STEERING g_bugrigs_air_steering
+ #define PHYS_BUGRIGS_FRICTION_BRAKE g_bugrigs_friction_brake
+ #define PHYS_BUGRIGS_ACCEL g_bugrigs_accel
+ #define PHYS_BUGRIGS_SPEED_REF g_bugrigs_speed_ref
+ #define PHYS_BUGRIGS_SPEED_POW g_bugrigs_speed_pow
+ #define PHYS_BUGRIGS_STEER g_bugrigs_steer
+ #define PHYS_BUGRIGS_FRICTION_AIR g_bugrigs_friction_air
+ #define PHYS_BUGRIGS_CAR_JUMPING g_bugrigs_planar_movement_car_jumping
+ #define PHYS_BUGRIGS_REVERSE_SPINNING g_bugrigs_reverse_spinning
+ #define PHYS_BUGRIGS_REVERSE_STOPPING g_bugrigs_reverse_stopping
+
+ #define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
+ #define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
+ #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS autocvar_sv_jumpspeedcap_max_disable_on_ramps
+
+ #define PHYS_TRACK_CANJUMP(s) s.cvar_cl_movement_track_canjump
- #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) autocvar_sv_airaccel_qw_stretchfactor
- #define PHYS_AIRACCEL_SIDEWAYS_FRICTION autocvar_sv_airaccel_sideways_friction
- #define PHYS_AIRACCELERATE autocvar_sv_airaccelerate
- #define PHYS_AIRCONTROL autocvar_sv_aircontrol
- #define PHYS_AIRCONTROL_PENALTY autocvar_sv_aircontrol_penalty
- #define PHYS_AIRCONTROL_POWER autocvar_sv_aircontrol_power
++ #define PHYS_ACCELERATE self.stat_sv_accelerate
+ #define PHYS_AIRACCEL_QW(s) s.stat_sv_airaccel_qw
- #define PHYS_AIRSTOPACCELERATE autocvar_sv_airstopaccelerate
++ #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) self.stat_sv_airaccel_qw_stretchfactor
++ #define PHYS_AIRACCEL_SIDEWAYS_FRICTION self.stat_sv_airaccel_sideways_friction
++ #define PHYS_AIRACCELERATE self.stat_sv_airaccelerate
++ #define PHYS_AIRCONTROL self.stat_sv_aircontrol
++ #define PHYS_AIRCONTROL_PENALTY self.stat_sv_aircontrol_penalty
++ #define PHYS_AIRCONTROL_POWER self.stat_sv_aircontrol_power
+ #define PHYS_AIRSPEEDLIMIT_NONQW(s) s.stat_sv_airspeedlimit_nonqw
- #define PHYS_AIRSTRAFEACCELERATE autocvar_sv_airstrafeaccelerate
++ #define PHYS_AIRSTOPACCELERATE self.stat_sv_airstopaccelerate
+ #define PHYS_AIRSTRAFEACCEL_QW(s) s.stat_sv_airstrafeaccel_qw
- #define PHYS_FRICTION autocvar_sv_friction
++ #define PHYS_AIRSTRAFEACCELERATE(s) s.stat_sv_airstrafeaccelerate
+ #define PHYS_ENTGRAVITY(s) s.gravity
- #define PHYS_JUMPVELOCITY autocvar_sv_jumpvelocity
- #define PHYS_MAXAIRSPEED autocvar_sv_maxairspeed
- #define PHYS_MAXAIRSTRAFESPEED autocvar_sv_maxairstrafespeed
++ #define PHYS_FRICTION self.stat_sv_friction
+ #define PHYS_FRICTION_SLICK autocvar_sv_friction_slick
+ #define PHYS_FRICTION_ONLAND autocvar_sv_friction_on_land
+ #define PHYS_GRAVITY autocvar_sv_gravity
+ #define PHYS_HIGHSPEED autocvar_g_movement_highspeed
- #define PHYS_STOPSPEED autocvar_sv_stopspeed
- #define PHYS_WARSOWBUNNY_ACCEL autocvar_sv_warsowbunny_accel
- #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO autocvar_sv_warsowbunny_backtosideratio
- #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL autocvar_sv_warsowbunny_airforwardaccel
- #define PHYS_WARSOWBUNNY_TOPSPEED autocvar_sv_warsowbunny_topspeed
- #define PHYS_WARSOWBUNNY_TURNACCEL autocvar_sv_warsowbunny_turnaccel
++ #define PHYS_JUMPVELOCITY self.stat_sv_jumpvelocity
++ #define PHYS_MAXAIRSPEED(s) self.stat_sv_maxairspeed
++ #define PHYS_MAXAIRSTRAFESPEED self.stat_sv_maxairstrafespeed
+ #define PHYS_MAXSPEED(s) s.stat_sv_maxspeed
+ #define PHYS_STEPHEIGHT autocvar_sv_stepheight
++ #define PHYS_STOPSPEED self.stat_sv_stopspeed
++ #define PHYS_WARSOWBUNNY_ACCEL self.stat_sv_warsowbunny_accel
++ #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO self.stat_sv_warsowbunny_backtosideratio
++ #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL self.stat_sv_warsowbunny_airforwardaccel
++ #define PHYS_WARSOWBUNNY_TOPSPEED self.stat_sv_warsowbunny_topspeed
++ #define PHYS_WARSOWBUNNY_TURNACCEL self.stat_sv_warsowbunny_turnaccel
+
+ #define PHYS_WALLFRICTION cvar("sv_wallfriction")
+
+ #define PHYS_JETPACK_ACCEL_UP autocvar_g_jetpack_acceleration_up
+ #define PHYS_JETPACK_ACCEL_SIDE autocvar_g_jetpack_acceleration_side
+ #define PHYS_JETPACK_ANTIGRAVITY autocvar_g_jetpack_antigravity
+ #define PHYS_JETPACK_FUEL autocvar_g_jetpack_fuel
+ #define PHYS_JETPACK_MAXSPEED_UP autocvar_g_jetpack_maxspeed_up
+ #define PHYS_JETPACK_MAXSPEED_SIDE autocvar_g_jetpack_maxspeed_side
+
+ #define PHYS_DODGING_FROZEN autocvar_sv_dodging_frozen
+
+ #define PHYS_NOSTEP cvar("sv_nostep")
+ #define PHYS_JUMPSTEP cvar("sv_jumpstep")
+
+#endif
+#endif
--- /dev/null
+void SUB_DontUseTargets() { }
+
+void() SUB_UseTargets;
+
+void DelayThink()
+{
+ activator = self.enemy;
+ SUB_UseTargets ();
+ remove(self);
+}
+
+void FixSize(entity e)
+{
+ e.mins_x = rint(e.mins_x);
+ e.mins_y = rint(e.mins_y);
+ e.mins_z = rint(e.mins_z);
+
+ e.maxs_x = rint(e.maxs_x);
+ e.maxs_y = rint(e.maxs_y);
+ e.maxs_z = rint(e.maxs_z);
+}
+
+#ifdef SVQC
+void trigger_common_write(bool withtarget)
+{
+ WriteByte(MSG_ENTITY, self.warpzone_isboxy);
+ WriteByte(MSG_ENTITY, self.scale);
+
+ if(withtarget)
+ {
+ WriteString(MSG_ENTITY, self.target);
+ WriteString(MSG_ENTITY, self.target2);
+ WriteString(MSG_ENTITY, self.target3);
+ WriteString(MSG_ENTITY, self.target4);
+ WriteString(MSG_ENTITY, self.targetname);
+ WriteString(MSG_ENTITY, self.killtarget);
+ }
+
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+
+ WriteCoord(MSG_ENTITY, self.mins_x);
+ WriteCoord(MSG_ENTITY, self.mins_y);
+ WriteCoord(MSG_ENTITY, self.mins_z);
+ WriteCoord(MSG_ENTITY, self.maxs_x);
+ WriteCoord(MSG_ENTITY, self.maxs_y);
+ WriteCoord(MSG_ENTITY, self.maxs_z);
+
+ WriteCoord(MSG_ENTITY, self.movedir_x);
+ WriteCoord(MSG_ENTITY, self.movedir_y);
+ WriteCoord(MSG_ENTITY, self.movedir_z);
+
+ WriteCoord(MSG_ENTITY, self.angles_x);
+ WriteCoord(MSG_ENTITY, self.angles_y);
+ WriteCoord(MSG_ENTITY, self.angles_z);
+}
+
+#elif defined(CSQC)
+
+void trigger_common_read(bool withtarget)
+{
+ self.warpzone_isboxy = ReadByte();
+ self.scale = ReadByte();
+
+ if(withtarget)
+ {
+ self.target = strzone(ReadString());
+ self.target2 = strzone(ReadString());
+ self.target3 = strzone(ReadString());
+ self.target4 = strzone(ReadString());
+ self.targetname = strzone(ReadString());
+ self.killtarget = strzone(ReadString());
+ }
+
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ setorigin(self, self.origin);
+
+ self.mins_x = ReadCoord();
+ self.mins_y = ReadCoord();
+ self.mins_z = ReadCoord();
+ self.maxs_x = ReadCoord();
+ self.maxs_y = ReadCoord();
+ self.maxs_z = ReadCoord();
+ setsize(self, self.mins, self.maxs);
+
+ self.movedir_x = ReadCoord();
+ self.movedir_y = ReadCoord();
+ self.movedir_z = ReadCoord();
+
+ self.angles_x = ReadCoord();
+ self.angles_y = ReadCoord();
+ self.angles_z = ReadCoord();
+}
+
+void trigger_remove_generic()
+{
+ if(self.target) { strunzone(self.target); }
+ self.target = string_null;
+
+ if(self.target2) { strunzone(self.target2); }
+ self.target2 = string_null;
+
+ if(self.target3) { strunzone(self.target3); }
+ self.target3 = string_null;
+
+ if(self.target4) { strunzone(self.target4); }
+ self.target4 = string_null;
+
+ if(self.targetname) { strunzone(self.targetname); }
+ self.target = string_null;
+
+ if(self.killtarget) { strunzone(self.killtarget); }
+ self.killtarget = string_null;
+}
+#endif
+
+/*
+==============================
+SUB_UseTargets
+
+the global "activator" should be set to the entity that initiated the firing.
+
+If self.delay is set, a DelayedUse entity will be created that will actually
+do the SUB_UseTargets after that many seconds have passed.
+
+Centerprints any self.message to the activator.
+
+Removes all entities with a targetname that match self.killtarget,
+and removes them, so some events can remove other triggers.
+
+Search for (string)targetname in all entities that
+match (string)self.target and call their .use function
+
+==============================
+*/
+void SUB_UseTargets()
+{
+ entity t, stemp, otemp, act;
+ string s;
+ float i;
+
+//
+// check for a delay
+//
+ if (self.delay)
+ {
+ // create a temp object to fire at a later time
+ t = spawn();
+ t.classname = "DelayedUse";
+ t.nextthink = time + self.delay;
+ t.think = DelayThink;
+ t.enemy = activator;
+ t.message = self.message;
+ t.killtarget = self.killtarget;
+ t.target = self.target;
+ t.target2 = self.target2;
+ t.target3 = self.target3;
+ t.target4 = self.target4;
+ return;
+ }
+
+
+//
+// print the message
+//
+#ifdef SVQC
+ if(self)
+ if(IS_PLAYER(activator) && self.message != "")
+ if(IS_REAL_CLIENT(activator))
+ {
+ centerprint(activator, self.message);
+ if (self.noise == "")
+ play2(activator, "misc/talk.wav");
+ }
+
+//
+// kill the killtagets
+//
+ s = self.killtarget;
+ if (s != "")
+ {
+ for(t = world; (t = find(t, targetname, s)); )
+ remove(t);
+ }
+#endif
+
+//
+// fire targets
+//
+ act = activator;
+ stemp = self;
+ otemp = other;
+
+ if(stemp.target_random)
+ RandomSelection_Init();
+
+ for(i = 0; i < 4; ++i)
+ {
+ switch(i)
+ {
+ default:
+ case 0: s = stemp.target; break;
+ case 1: s = stemp.target2; break;
+ case 2: s = stemp.target3; break;
+ case 3: s = stemp.target4; break;
+ }
+ if (s != "")
+ {
++ // Flag to set func_clientwall state
++ // 1 == deactivate, 2 == activate, 0 == do nothing
++ float aw_flag = self.antiwall_flag;
+ for(t = world; (t = find(t, targetname, s)); )
+ if(t.use)
+ {
+ if(stemp.target_random)
+ {
+ RandomSelection_Add(t, 0, string_null, 1, 0);
+ }
+ else
+ {
++ if (t.classname == "func_clientwall" || t.classname == "func_clientillusionary")
++ t.antiwall_flag = aw_flag;
+ self = t;
+ other = stemp;
+ activator = act;
+ self.use();
+ }
+ }
+ }
+ }
+
+ if(stemp.target_random && RandomSelection_chosen_ent)
+ {
+ self = RandomSelection_chosen_ent;
+ other = stemp;
+ activator = act;
+ self.use();
+ }
+
+ activator = act;
+ self = stemp;
+ other = otemp;
+}
+
+#ifdef CSQC
+void trigger_touch_generic(void() touchfunc)
+{
+ entity e;
+ for(e = findradius((self.absmin + self.absmax) * 0.5, vlen(self.absmax - self.absmin) * 0.5 + 1); e; e = e.chain)
+ if(e.isplayermodel || e.classname == "csqcprojectile")
+ {
+ vector emin = e.absmin, emax = e.absmax;
+ if(self.solid == SOLID_BSP)
+ {
+ emin -= '1 1 1';
+ emax += '1 1 1';
+ }
+ if(boxesoverlap(emin, emax, self.absmin, self.absmax)) // quick
+ if(WarpZoneLib_BoxTouchesBrush(emin, emax, self, e)) // accurate
+ {
+ other = e;
+ touchfunc();
+ }
+ }
+}
+void trigger_draw_generic()
+{
+ float dt = time - self.move_time;
+ self.move_time = time;
+ if(dt <= 0) { return; }
+
+ if(self.trigger_touch) { trigger_touch_generic(self.trigger_touch); }
+}
+#endif
--- /dev/null
+#ifndef TRIGGERS_H
+#define TRIGGERS_H
+
+const float SF_TRIGGER_INIT = 1;
+const float SF_TRIGGER_UPDATE = 2;
+const float SF_TRIGGER_RESET = 4;
+
+const float SPAWNFLAG_NOMESSAGE = 1;
+const float SPAWNFLAG_NOTOUCH = 1;
+
+.void() trigger_touch;
+
++.float antiwall_flag; // Variable to define what to do with func_clientwall
++// 0 == do nothing, 1 == deactivate, 2 == activate
++
+.float height;
+
+.float nottargeted;
+#define IFTARGETED if(!self.nottargeted && self.targetname != "")
+
+.float lip;
+
+// used elsewhere (will fix)
+#ifdef SVQC
+void trigger_common_write(bool withtarget);
+
+string trigger_magicear_processmessage_forallears(entity source, float teamsay, entity privatesay, string msgin);
+
+void target_voicescript_next(entity pl);
+void target_voicescript_clear(entity pl);
+#endif
+
+.float volume, atten;
+
+.vector dest;
+
+#ifdef CSQC
+void trigger_common_read(bool withtarget);
+void trigger_remove_generic();
+
+.float active;
+.string target;
+.string targetname;
+
+const int ACTIVE_NOT = 0;
+const int ACTIVE_ACTIVE = 1;
+const int ACTIVE_IDLE = 2;
+const int ACTIVE_BUSY = 2;
+const int ACTIVE_TOGGLE = 3;
+#endif
+
+#endif
string autocvar_sv_eventlog_files_nameprefix;
string autocvar_sv_eventlog_files_namesuffix;
bool autocvar_sv_eventlog_files_timestamps;
- float autocvar_sv_friction;
float autocvar_sv_friction_on_land;
+var float autocvar_sv_friction_slick = 0.5;
float autocvar_sv_gameplayfix_q2airaccelerate;
int autocvar_sv_gentle;
#define autocvar_sv_gravity cvar("sv_gravity")
+++ /dev/null
--#include "_all.qh"
--#include "bot/bot.qh"
--#include "g_damage.qh"
--
--#if defined(CSQC)
--#elif defined(MENUQC)
--#elif defined(SVQC)
-- #include "../dpdefs/progsdefs.qh"
-- #include "../dpdefs/dpextensions.qh"
-- #include "../warpzonelib/mathlib.qh"
-- #include "../warpzonelib/server.qh"
-- #include "../common/constants.qh"
-- #include "../common/util.qh"
-- #include "../common/animdecide.qh"
-- #include "../common/monsters/sv_monsters.qh"
-- #include "../common/weapons/all.qh"
-- #include "t_items.qh"
-- #include "autocvars.qh"
-- #include "defs.qh"
-- #include "../common/notifications.qh"
-- #include "mutators/mutators_include.qh"
-- #include "../common/mapinfo.qh"
-- #include "../csqcmodellib/sv_model.qh"
-- #include "anticheat.qh"
-- #include "cheats.qh"
-- #include "g_hook.qh"
-- #include "race.qh"
-- #include "playerdemo.qh"
--#endif
--
--.float race_penalty;
--.float restart_jump;
--
--.float ladder_time;
--.entity ladder_entity;
--.float gravity;
--.float swamp_slowdown;
--.int lastflags;
--.float lastground;
--.float wasFlying;
--.float spectatorspeed;
-
-// client side physics
-bool Physics_Valid(string thecvar)
-{
- if(!autocvar_g_physics_clientselect) { return false; }
-
- string l = strcat(" ", autocvar_g_physics_clientselect_options, " ");
-
- if(strstrofs(l, strcat(" ", thecvar, " "), 0) >= 0)
- return true;
-
- return false;
-}
-
-float Physics_ClientOption(entity pl, string option)
-{
- if(Physics_Valid(pl.cvar_cl_physics))
- {
- string var = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
- if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
- return cvar(var);
- }
- if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
- {
- string var = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
- if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
- return cvar(var);
- }
- return cvar(strcat("sv_", option));
-}
--
--/*
--=============
--PlayerJump
--
--When you press the jump key
--returns true if handled
--=============
--*/
--float PlayerJump (void)
--{
-- if(self.frozen)
-- return true; // no jumping in freezetag when frozen
--
-- if(self.player_blocked)
-- return true; // no jumping while blocked
--
- float doublejump = false;
- float mjumpheight = autocvar_sv_jumpvelocity;
- bool doublejump = false;
- float mjumpheight = self.stat_sv_jumpvelocity;
--
-- player_multijump = doublejump;
-- player_jumpheight = mjumpheight;
-- if(MUTATOR_CALLHOOK(PlayerJump))
-- return true;
--
-- doublejump = player_multijump;
-- mjumpheight = player_jumpheight;
--
-- if (autocvar_sv_doublejump)
-- {
-- 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 > 0.7)
-- {
-- doublejump = true;
--
-- // we MUST clip velocity here!
-- float f;
-- f = self.velocity * trace_plane_normal;
-- if(f < 0)
-- self.velocity -= f * trace_plane_normal;
-- }
-- }
--
-- if (self.waterlevel >= WATERLEVEL_SWIMMING)
-- {
-- self.velocity_z = self.stat_sv_maxspeed * 0.7;
-- return true;
-- }
--
-- if (!doublejump)
-- if (!(self.flags & FL_ONGROUND))
-- return !(self.flags & FL_JUMPRELEASED);
--
-- if(self.cvar_cl_movement_track_canjump)
-- if (!(self.flags & FL_JUMPRELEASED))
-- return true;
--
-- // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
-- // velocity bounds. Final velocity is bound between (jumpheight *
-- // min + jumpheight) and (jumpheight * max + jumpheight);
--
-- if(autocvar_sv_jumpspeedcap_min != "")
-- {
-- float minjumpspeed;
--
-- minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
--
-- if (self.velocity.z < minjumpspeed)
-- mjumpheight += minjumpspeed - self.velocity.z;
-- }
--
-- 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))
-- {
-- float maxjumpspeed;
--
-- maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
--
-- if (self.velocity.z > maxjumpspeed)
-- mjumpheight -= self.velocity.z - maxjumpspeed;
-- }
-- }
--
-- if(!(self.lastflags & FL_ONGROUND))
-- {
-- if(autocvar_speedmeter)
-- dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
-- 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)
-- 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.flags &= ~FL_ONGROUND;
-- self.flags &= ~FL_JUMPRELEASED;
--
-- animdecide_setaction(self, ANIMACTION_JUMP, true);
--
-- if(autocvar_g_jump_grunt)
-- PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
--
-- self.restart_jump = -1; // restart jump anim next time
-- // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
-- return true;
--}
--void CheckWaterJump()
--{
-- vector start, end;
--
--// check for a jump-out-of-water
-- makevectors (self.angles);
-- start = self.origin;
-- start.z = start.z + 8;
-- v_forward.z = 0;
-- normalize(v_forward);
-- 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);
-- 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;
-- }
-- }
--}
--
--.float jetpack_stopped;
--// Hack: shouldn't need to know about this
--.float multijump_count;
--void CheckPlayerJump()
--{
-- float was_flying = self.items & IT_USING_JETPACK;
--
-- if (self.cvar_cl_jetpack_jump < 2)
-- self.items &= ~IT_USING_JETPACK;
--
-- if (self.BUTTON_JUMP || self.BUTTON_JETPACK)
-- {
-- float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
-- float activate = self.cvar_cl_jetpack_jump && air_jump && self.BUTTON_JUMP || self.BUTTON_JETPACK;
-- float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || self.items & IT_UNLIMITED_WEAPON_AMMO;
-- if (!(self.items & IT_JETPACK)) { }
-- else if (self.jetpack_stopped) { }
-- else if (!has_fuel)
-- {
-- if (was_flying) // TODO: ran out of fuel message
-- Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
-- else if (activate)
-- Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
-- self.jetpack_stopped = true;
-- self.items &= ~IT_USING_JETPACK;
-- }
-- else if (activate && !self.frozen)
-- self.items |= IT_USING_JETPACK;
-- }
-- else
-- {
-- self.jetpack_stopped = false;
-- self.items &= ~IT_USING_JETPACK;
-- }
-- if (!self.BUTTON_JUMP)
-- self.flags |= FL_JUMPRELEASED;
--
-- if (self.waterlevel == WATERLEVEL_SWIMMING)
-- CheckWaterJump ();
--}
--
--float racecar_angle(float forward, float down)
--{
-- float ret, angle_mult;
--
-- if(forward < 0)
-- {
-- forward = -forward;
-- down = -down;
-- }
--
-- ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
--
-- angle_mult = forward / (800 + forward);
--
-- if(ret > 180)
-- return ret * angle_mult + 360 * (1 - angle_mult);
-- else
-- return ret * angle_mult;
--}
--
--void RaceCarPhysics()
--{
-- // using this move type for "big rigs"
-- // the engine does not push the entity!
--
-- float accel, steer, f, myspeed, steerfactor;
-- vector angles_save, 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);
--
-- if(g_bugrigs_reverse_speeding)
-- {
-- if(accel < 0)
-- {
-- // back accel is DIGITAL
-- // to prevent speedhack
-- if(accel < -0.5)
-- accel = -1;
-- else
-- accel = 0;
-- }
-- }
--
-- self.angles_x = 0;
-- self.angles_z = 0;
-- makevectors(self.angles); // new forward direction!
--
-- if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
-- {
-- float upspeed, accelfactor;
--
-- myspeed = self.velocity * v_forward;
-- 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));
-- //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
--
-- 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)
-- accelfactor = g_bugrigs_accel;
-- else
-- accelfactor = f * g_bugrigs_accel;
-- //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
--
-- if(accel < 0)
-- {
-- if(myspeed > 0)
-- {
-- myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
-- }
-- else
-- {
-- if(!g_bugrigs_reverse_speeding)
-- myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
-- }
-- }
-- else
-- {
-- if(myspeed >= 0)
-- {
-- myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
-- }
-- else
-- {
-- if(g_bugrigs_reverse_stopping)
-- myspeed = 0;
-- else
-- myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
-- }
-- }
-- // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
-- //MAXIMA: friction(v) := g_bugrigs_friction_floor;
--
-- self.angles_y += steer * frametime * steerfactor; // apply steering
-- makevectors(self.angles); // new forward direction!
--
-- myspeed += accel * accelfactor * frametime;
--
-- rigvel = myspeed * v_forward + '0 0 1' * upspeed;
-- }
-- else
-- {
-- 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;
-- self.angles_y += steer * frametime * steerfactor; // apply steering
--
-- rigvel = self.velocity;
-- makevectors(self.angles); // new forward direction!
-- }
--
-- rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
-- //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)
-- {
-- vector rigvel_xy, neworigin, up;
-- float mt;
--
-- rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
-- rigvel_xy = vec2(rigvel);
--
-- if(g_bugrigs_planar_movement_car_jumping)
-- mt = MOVE_NORMAL;
-- else
-- mt = MOVE_NOMONSTERS;
--
-- tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
-- up = trace_endpos - self.origin;
--
-- // BUG RIGS: align the move to the surface instead of doing collision testing
-- // can we move?
-- tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
--
-- // align to surface
-- tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel.z * frametime, mt, self);
--
-- if(trace_fraction < 0.5)
-- {
-- trace_fraction = 1;
-- neworigin = self.origin;
-- }
-- else
-- neworigin = trace_endpos;
--
-- if(trace_fraction < 1)
-- {
-- // now set angles_x so that the car points parallel to the surface
-- self.angles = vectoangles(
-- '1 0 0' * v_forward.x * trace_plane_normal.z
-- +
-- '0 1 0' * v_forward.y * trace_plane_normal.z
-- +
-- '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y)
-- );
-- self.flags |= FL_ONGROUND;
-- }
-- else
-- {
-- // now set angles_x so that the car points forward, but is tilted in velocity direction
-- self.flags &= ~FL_ONGROUND;
-- }
--
-- self.velocity = (neworigin - self.origin) * (1.0 / frametime);
-- self.movetype = MOVETYPE_NOCLIP;
-- }
-- else
-- {
-- rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
-- self.velocity = rigvel;
-- self.movetype = MOVETYPE_FLY;
-- }
--
-- trace_fraction = 1;
-- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
-- if(trace_fraction != 1)
-- {
-- self.angles = vectoangles2(
-- '1 0 0' * v_forward.x * trace_plane_normal.z
-- +
-- '0 1 0' * v_forward.y * trace_plane_normal.z
-- +
-- '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y),
-- trace_plane_normal
-- );
-- }
-- else
-- {
-- vector vel_local;
--
-- vel_local.x = v_forward * self.velocity;
-- vel_local.y = v_right * self.velocity;
-- vel_local.z = v_up * self.velocity;
--
-- self.angles_x = racecar_angle(vel_local.x, vel_local.z);
-- self.angles_z = racecar_angle(-vel_local.y, vel_local.z);
-- }
--
-- // smooth the angles
-- vector vf1, vu1, smoothangles;
-- makevectors(self.angles);
-- f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
-- if(f == 0)
-- f = 1;
-- vf1 = v_forward * f;
-- vu1 = v_up * f;
-- makevectors(angles_save);
-- vf1 = vf1 + v_forward * (1 - f);
-- vu1 = vu1 + v_up * (1 - f);
-- smoothangles = vectoangles2(vf1, vu1);
-- self.angles_x = -smoothangles.x;
-- self.angles_z = smoothangles.z;
--}
--
--float IsMoveInDirection(vector mv, float angle) // key mix factor
--{
-- 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);
--}
--
--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);
--}
--
--void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
--{
-- float zspeed, xyspeed, dot, k;
--
--#if 0
-- // this doesn't play well with analog input
-- if(self.movement_x == 0 || self.movement.y != 0)
-- return; // can't control movement if not moving forward or backward
-- k = 32;
--#else
-- k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
-- if(k <= 0)
-- return;
--#endif
--
- k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
- k *= bound(0, wishspeed / self.stat_sv_maxairspeed, 1);
--
-- zspeed = self.velocity.z;
-- self.velocity_z = 0;
-- xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
--
-- dot = self.velocity * wishdir;
--
-- if(dot > 0) // we can't change direction while slowing down
-- {
- k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
- xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
- k *= autocvar_sv_aircontrol;
- k *= pow(dot, self.stat_sv_aircontrol_power)*frametime;
- xyspeed = max(0, xyspeed - self.stat_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
- k *= self.stat_sv_aircontrol;
-- self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
-- }
--
-- self.velocity = self.velocity * xyspeed;
-- self.velocity_z = zspeed;
--}
--
--float AdjustAirAccelQW(float accelqw, float factor)
--{
-- return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
--}
--
--// example config for alternate speed clamping:
--// sv_airaccel_qw 0.8
--// 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)
--{
-- float vel_straight;
-- float velZ;
-- 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
--
-- if(accelqw < 0)
-- accelqw = -accelqw;
--
-- if(autocvar_sv_gameplayfix_q2airaccelerate)
-- wishspeed0 = wishspeed;
--
-- vel_straight = self.velocity * wishdir;
-- velZ = self.velocity.z;
-- vel_xy = vec2(self.velocity);
-- vel_perpend = vel_xy - vel_straight * wishdir;
--
-- step = accel * frametime * wishspeed0;
--
-- 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);
--
-- 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, fminimum;
-- f = max(0, 1 + frametime * wishspeed * sidefric);
-- fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
-- // this cannot be > 1
-- if(fminimum <= 0)
-- vel_perpend = vel_perpend * max(0, f);
-- else
-- {
-- fminimum = sqrt(fminimum);
-- vel_perpend = vel_perpend * max(fminimum, f);
-- }
-- }
-- else
-- vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
--
-- vel_xy = vel_straight * wishdir + vel_perpend;
--
-- if(speedclamp >= 0)
-- {
-- float vel_xy_preclamp;
-- vel_xy_preclamp = vlen(vel_xy);
-- 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)
-- vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
-- }
-- }
--
-- self.velocity = vel_xy + velZ * '0 0 1';
--}
--
--void PM_AirAccelerate(vector wishdir, float wishspeed)
--{
-- vector curvel, wishvel, acceldir, curdir;
-- float addspeed, accelspeed, curspeed, f;
-- float dot;
--
-- if(wishspeed == 0)
-- return;
--
-- curvel = self.velocity;
-- curvel.z = 0;
-- curspeed = vlen(curvel);
--
-- if(wishspeed > curspeed * 1.01)
-- {
- wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
- wishspeed = min(wishspeed, curspeed + self.stat_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
-- }
-- else
-- {
- f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
- wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
- f = max(0, (self.stat_sv_warsowbunny_topspeed - curspeed) / (self.stat_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
- wishspeed = max(curspeed, self.stat_sv_maxspeed) + self.stat_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
-- }
-- wishvel = wishdir * wishspeed;
-- acceldir = wishvel - curvel;
-- addspeed = vlen(acceldir);
-- acceldir = normalize(acceldir);
--
- accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
- accelspeed = min(addspeed, self.stat_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
--
- if(autocvar_sv_warsowbunny_backtosideratio < 1)
- if(self.stat_sv_warsowbunny_backtosideratio < 1)
-- {
-- curdir = normalize(curvel);
-- dot = acceldir * curdir;
-- if(dot < 0)
- acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
- acceldir = acceldir - (1 - self.stat_sv_warsowbunny_backtosideratio) * dot * curdir;
-- }
--
-- self.velocity += accelspeed * acceldir;
--}
--
--.vector movement_old;
--.float buttons_old;
--.vector v_angle_old;
--.string lastclassname;
--
--.float() PlayerPhysplug;
--
--string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
--.float specialcommand_pos;
--void SpecialCommand()
--{
--#ifdef TETRIS
-- TetrisImpulse();
--#else
-- if(!CheatImpulse(99))
-- print("A hollow voice says \"Plugh\".\n");
--#endif
--}
--
--string GetMapname(void);
--float speedaward_lastupdate;
--float speedaward_lastsent;
--void SV_PlayerPhysics()
--{
-- vector wishvel, wishdir, v;
-- float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
-- string temps;
-- int buttons_prev;
-- float not_allowed_to_move;
-- string c;
--
-- WarpZone_PlayerPhysics_FixVAngle();
--
-- maxspd_mod = 1;
-- if(self.ballcarried)
-- if(g_keepaway)
-- maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
--
-- maxspd_mod *= autocvar_g_movement_highspeed;
--
-- // fix physics stats for g_movement_highspeed
-- // TODO maybe rather use maxairspeed? needs testing
- self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
- if(autocvar_sv_airstrafeaccel_qw)
- self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
- 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);
-- else
-- self.stat_sv_airstrafeaccel_qw = 0;
- self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
- self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
- 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
-
- // 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");
--
-- if(self.PlayerPhysplug)
-- if(self.PlayerPhysplug())
-- return;
--
-- self.race_movetime_frac += frametime;
-- f = floor(self.race_movetime_frac);
-- self.race_movetime_frac -= f;
-- self.race_movetime_count += f;
-- self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
--
-- anticheat_physics();
--
-- buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement.x < 0) + 256 * (self.movement.x > 0) + 512 * (self.movement.y < 0) + 1024 * (self.movement.y > 0);
--
-- if(!buttons)
-- c = "x";
-- else if(buttons == 1)
-- c = "1";
-- else if(buttons == 2)
-- c = " ";
-- else if(buttons == 128)
-- c = "s";
-- else if(buttons == 256)
-- c = "w";
-- else if(buttons == 512)
-- c = "a";
-- else if(buttons == 1024)
-- c = "d";
-- else
-- c = "?";
--
-- if(c == substring(specialcommand, self.specialcommand_pos, 1))
-- {
-- self.specialcommand_pos += 1;
-- if(self.specialcommand_pos >= strlen(specialcommand))
-- {
-- self.specialcommand_pos = 0;
-- SpecialCommand();
-- return;
-- }
-- }
-- else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
-- self.specialcommand_pos = 0;
--
-- if(sv_maxidle > 0)
-- {
-- if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
-- self.parm_idlesince = time;
-- }
-- buttons_prev = self.buttons_old;
-- self.buttons_old = buttons;
-- self.movement_old = self.movement;
-- self.v_angle_old = self.v_angle;
--
-- if(time < self.nickspamtime)
-- if(self.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;
--
-- 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;
-- // at least I'm not forcing retardedview by also assigning to angles_z
-- self.fixangle = true;
-- }
-- }
--
-- if (self.punchangle != '0 0 0')
-- {
-- f = vlen(self.punchangle) - 10 * frametime;
-- if (f > 0)
-- self.punchangle = normalize(self.punchangle) * f;
-- else
-- self.punchangle = '0 0 0';
-- }
--
-- if (self.punchvector != '0 0 0')
-- {
-- f = vlen(self.punchvector) - 30 * frametime;
-- if (f > 0)
-- self.punchvector = normalize(self.punchvector) * f;
-- else
-- self.punchvector = '0 0 0';
-- }
--
-- if (IS_BOT_CLIENT(self))
-- {
-- if(playerdemo_read())
-- return;
-- bot_think();
-- }
--
-- if(IS_PLAYER(self))
-- {
-- if(self.race_penalty)
-- if(time > self.race_penalty)
-- self.race_penalty = 0;
--
-- not_allowed_to_move = 0;
-- if(self.race_penalty)
-- not_allowed_to_move = 1;
-- if(time < game_starttime)
-- not_allowed_to_move = 1;
--
-- if(not_allowed_to_move)
-- {
-- self.velocity = '0 0 0';
-- self.movetype = MOVETYPE_NONE;
-- self.disableclientprediction = 2;
-- }
-- else if(self.disableclientprediction == 2)
-- {
-- if(self.movetype == MOVETYPE_NONE)
-- self.movetype = MOVETYPE_WALK;
-- self.disableclientprediction = 0;
-- }
-- }
--
-- if (self.movetype == MOVETYPE_NONE)
-- return;
--
-- // when we get here, disableclientprediction cannot be 2
-- self.disableclientprediction = 0;
-- if(time < self.ladder_time)
-- self.disableclientprediction = 1;
--
-- 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(self.frozen)
-- {
-- 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);
-- }
-- else
-- self.movement = '0 0 0';
-- self.disableclientprediction = 1;
--
-- vector midpoint = ((self.absmin + self.absmax) * 0.5);
-- if(pointcontents(midpoint) == CONTENT_WATER)
-- {
-- self.velocity = self.velocity * 0.5;
--
-- if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
-- { self.velocity_z = 200; }
-- }
-- }
--
-- MUTATOR_CALLHOOK(PlayerPhysics);
--
-- if(self.player_blocked)
-- {
-- self.movement = '0 0 0';
-- self.disableclientprediction = 1;
-- }
--
-- maxspd_mod = 1;
--
-- swampspd_mod = 1;
-- if(self.in_swamp) {
-- swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
-- }
--
-- // conveyors: first fix velocity
-- if(self.conveyor.state)
-- self.velocity -= self.conveyor.movedir;
--
-- if (!IS_PLAYER(self))
-- {
-- maxspd_mod = autocvar_sv_spectator_speed_multiplier;
-- 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.lastclassname != "player")
-- {
-- 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)
-- self.spectatorspeed = maxspd_mod;
-- 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)
-- self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
-- } // otherwise just clear
-- self.impulse = 0;
-- }
-- maxspd_mod = self.spectatorspeed;
-- }
--
- spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
- spd = max(self.stat_sv_maxspeed, self.stat_sv_maxairspeed) * maxspd_mod * swampspd_mod;
-- if(self.speed != spd)
-- {
-- self.speed = spd;
-- temps = ftos(spd);
-- stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
-- stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
-- stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
-- stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
-- }
--
-- maxspd_mod *= swampspd_mod; // only one common speed modder please!
-- swampspd_mod = 1;
--
-- // if dead, behave differently
-- if (self.deadflag)
-- goto end;
--
-- if (!self.fixangle && !g_bugrigs)
-- {
-- self.angles_x = 0;
-- self.angles_y = self.v_angle.y;
-- self.angles_z = 0;
-- }
--
-- 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.hook)
-- {
-- self.nextstep = time + 0.3 + random() * 0.1;
-- trace_dphitq3surfaceflags = 0;
-- 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)
-- GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-- else
-- GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-- }
-- }
-- }
--
-- if(IsFlying(self))
-- self.wasFlying = 1;
--
-- if(IS_PLAYER(self))
-- CheckPlayerJump();
--
-- if (self.flags & FL_WATERJUMP )
-- {
-- self.velocity_x = self.movedir.x;
-- self.velocity_y = self.movedir.y;
-- if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
-- {
-- self.flags &= ~FL_WATERJUMP;
-- self.teleport_time = 0;
-- }
-- }
-- else if (g_bugrigs && IS_PLAYER(self))
-- {
-- RaceCarPhysics();
-- }
-- else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
-- {
-- // noclipping or flying
-- self.flags &= ~FL_ONGROUND;
--
- self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
- self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
-- makevectors(self.v_angle);
-- //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
-- wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
-- // acceleration
-- wishdir = normalize(wishvel);
-- wishspeed = vlen(wishvel);
-- if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-- wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-- if (time >= self.teleport_time)
- PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
- PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-- }
-- else if (self.waterlevel >= WATERLEVEL_SWIMMING)
-- {
-- // 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;
-- wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
-- if (wishvel == '0 0 0')
-- wishvel = '0 0 -60'; // drift towards bottom
--
-- wishdir = normalize(wishvel);
-- wishspeed = vlen(wishvel);
-- if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-- wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-- wishspeed = wishspeed * 0.7;
--
-- // water friction
- self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
- self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
--
-- // water acceleration
- PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
- PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-- }
-- else if (time < self.ladder_time)
-- {
-- // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
-- self.flags &= ~FL_ONGROUND;
--
-- float g;
-- g = autocvar_sv_gravity * frametime;
-- if(self.gravity)
-- g *= self.gravity;
-- if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
-- {
-- g *= 0.5;
-- self.velocity_z += g;
-- }
--
- self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
- self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
-- makevectors(self.v_angle);
-- //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
-- 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")
-- {
-- f = vlen(wishvel);
-- if (f > self.ladder_entity.speed)
-- wishvel = 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;
-- else
-- {
-- self.waterlevel = WATERLEVEL_NONE;
-- self.watertype = CONTENT_EMPTY;
-- }
-- }
-- // acceleration
-- wishdir = normalize(wishvel);
-- wishspeed = vlen(wishvel);
-- if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-- wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-- if (time >= self.teleport_time)
-- {
-- // water acceleration
- PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
- PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-- }
-- }
-- else if (self.items & IT_USING_JETPACK)
-- {
-- //makevectors(self.v_angle_y * '0 1 0');
-- makevectors(self.v_angle);
-- wishvel = v_forward * self.movement.x + v_right * self.movement.y;
-- // add remaining speed as Z component
- maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
- maxairspd = self.stat_sv_maxairspeed*max(1, maxspd_mod);
-- // fix speedhacks :P
-- wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
-- // add the unused velocity as up component
-- wishvel.z = 0;
--
-- // 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;
--
-- wishvel.x *= a_side;
-- wishvel.y *= a_side;
-- wishvel.z *= a_up;
-- wishvel.z += a_add;
--
-- float best;
-- best = 0;
-- //////////////////////////////////////////////////////////////////////////////////////
-- // finding the maximum over all vectors of above form
-- // with wishvel having an absolute value of 1
-- //////////////////////////////////////////////////////////////////////////////////////
-- // we're finding the maximum over
-- // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
-- // 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;
-- 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?
-- {
-- 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)
-- {
-- best = f;
-- //print("top\n");
-- }
-- // OR attained at z = -1:
-- f = (a_up - a_add) * (a_up - a_add);
-- if(f > best)
-- {
-- best = f;
-- //print("bottom\n");
-- }
-- best = sqrt(best);
-- //////////////////////////////////////////////////////////////////////////////////////
--
-- //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')) / autocvar_g_jetpack_maxspeed_side, 1);
-- 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.x *= fxy;
-- wishvel.y *= fxy;
-- wishvel.z = (wishvel.z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
--
-- float fvel;
-- fvel = min(1, vlen(wishvel) / best);
-- if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
-- f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
-- else
-- f = 1;
--
-- //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
--
-- if (f > 0 && wishvel != '0 0 0')
-- {
-- self.velocity = self.velocity + wishvel * f * frametime;
-- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-- self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
-- self.flags &= ~FL_ONGROUND;
-- self.items |= 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);
-- }
-- }
-- else if (self.flags & FL_ONGROUND)
-- {
-- // 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)
-- Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
--
-- // walking
-- makevectors(self.v_angle.y * '0 1 0');
-- wishvel = v_forward * self.movement.x + v_right * self.movement.y;
--
-- if(!(self.lastflags & FL_ONGROUND))
-- {
-- if(autocvar_speedmeter)
-- dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
-- if(self.lastground < time - 0.3)
-- self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
-- if(self.jumppadcount > 1)
-- dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
-- self.jumppadcount = 0;
-- }
--
-- v = self.velocity;
-- v.z = 0;
-- f = vlen(v);
-- if(f > 0)
-- {
- if (f < autocvar_sv_stopspeed)
- f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
- if (f < self.stat_sv_stopspeed)
- f = 1 - frametime * (self.stat_sv_stopspeed / f) * self.stat_sv_friction;
-- else
- f = 1 - frametime * autocvar_sv_friction;
- f = 1 - frametime * self.stat_sv_friction;
-- if (f > 0)
-- self.velocity = self.velocity * f;
-- else
-- self.velocity = '0 0 0';
-- /*
-- Mathematical analysis time!
--
-- Our goal is to invert this mess.
--
-- For the two cases we get:
-- v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
-- = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
-- v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
-- and
-- v = v0 * (1 - frametime * autocvar_sv_friction)
-- v0 = v / (1 - frametime * autocvar_sv_friction)
--
-- These cases would be chosen ONLY if:
-- v0 < autocvar_sv_stopspeed
-- v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
-- v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
-- and, respectively:
-- v0 >= autocvar_sv_stopspeed
-- v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
-- v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
-- */
-- }
--
-- // acceleration
-- wishdir = normalize(wishvel);
-- wishspeed = vlen(wishvel);
-- if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-- wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-- if (self.crouch)
-- wishspeed = wishspeed * 0.5;
-- if (time >= self.teleport_time)
- PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
- PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-- }
-- else
-- {
-- float wishspeed0;
-- // 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)
-- Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
--
-- if(maxspd_mod < 1)
-- {
- maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
- airaccel = autocvar_sv_airaccelerate*maxspd_mod;
- maxairspd = self.stat_sv_maxairspeed*maxspd_mod;
- airaccel = self.stat_sv_airaccelerate*maxspd_mod;
-- }
-- else
-- {
- maxairspd = autocvar_sv_maxairspeed;
- airaccel = autocvar_sv_airaccelerate;
- maxairspd = self.stat_sv_maxairspeed;
- airaccel = self.stat_sv_airaccelerate;
-- }
-- // airborn
-- makevectors(self.v_angle.y * '0 1 0');
-- wishvel = v_forward * self.movement.x + v_right * self.movement.y;
-- // acceleration
-- wishdir = normalize(wishvel);
-- wishspeed = wishspeed0 = vlen(wishvel);
-- if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
-- wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
-- if (wishspeed > maxairspd)
-- wishspeed = maxairspd;
-- if (self.crouch)
-- wishspeed = wishspeed * 0.5;
-- if (time >= self.teleport_time)
-- {
-- float accelerating;
-- float wishspeed2;
-- float airaccelqw;
-- float strafity;
--
-- airaccelqw = self.stat_sv_airaccel_qw;
-- accelerating = (self.velocity * wishdir > 0);
-- wishspeed2 = wishspeed;
--
-- // CPM
- if(autocvar_sv_airstopaccelerate)
- if(self.stat_sv_airstopaccelerate)
-- {
-- vector curdir;
-- curdir = self.velocity;
-- curdir.z = 0;
-- curdir = normalize(curdir);
- airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
- airaccel = airaccel + (self.stat_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
-- }
-- // note that for straight forward jumping:
-- // step = accel * frametime * wishspeed0;
-- // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
-- // -->
-- // dv/dt = accel * maxspeed (when slow)
-- // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
-- // log dv/dt = logaccel + logmaxspeed (when slow)
-- // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
-- strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
- if(autocvar_sv_maxairstrafespeed)
- wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
- if(autocvar_sv_airstrafeaccelerate)
- airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
- if(self.stat_sv_maxairstrafespeed)
- wishspeed = min(wishspeed, GeomLerp(self.stat_sv_maxairspeed*maxspd_mod, strafity, self.stat_sv_maxairstrafespeed*maxspd_mod));
- if(self.stat_sv_airstrafeaccelerate)
- airaccel = GeomLerp(airaccel, strafity, self.stat_sv_airstrafeaccelerate*maxspd_mod);
-- if(self.stat_sv_airstrafeaccel_qw)
-- airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
-- // !CPM
--
- if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement.x != 0)
- if(self.stat_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement.x != 0)
-- PM_AirAccelerate(wishdir, wishspeed);
-- else
- PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
- PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, self.stat_sv_airaccel_qw_stretchfactor, self.stat_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
--
- if(autocvar_sv_aircontrol)
- if(self.stat_sv_aircontrol)
-- CPM_PM_Aircontrol(wishdir, wishspeed2);
-- }
-- }
--
-- if((g_cts || g_race) && !IS_OBSERVER(self))
-- {
-- 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)
-- {
-- string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
-- race_send_speedaward(MSG_ALL);
-- speedaward_lastsent = speedaward_speed;
-- if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
-- {
-- speedaward_alltimebest = speedaward_speed;
-- speedaward_alltimebest_holder = speedaward_holder;
-- speedaward_alltimebest_uid = speedaward_uid;
-- db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
-- db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
-- race_send_speedaward_alltimebest(MSG_ALL);
-- }
-- }
-- }
--
-- // WEAPONTODO
-- float xyspeed;
-- xyspeed = vlen('1 0 0' * self.velocity.x + '0 1 0' * self.velocity.y);
-- if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, 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, WEP_CVAR(vortex, charge_maxspeed));
-- f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
-- // add the extra charge
-- self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
-- }
--:end
-- if(self.flags & FL_ONGROUND)
-- self.lastground = time;
--
-- // conveyors: then break velocity again
-- if(self.conveyor.state)
-- self.velocity += self.conveyor.movedir;
--
-- self.lastflags = self.flags;
-- self.lastclassname = self.classname;
--}
//.string map;
//.float worldtype;
-.float delay;
-.float wait;
-.float lip;
-//.float light_lev;
-.float speed;
-//.float style;
-//.float skill;
-.float sounds;
-.string platmovetype;
-.float platmovetype_start, platmovetype_end;
-
-
+ // Needed for dynamic clientwalls
+ .float inactive; // Clientwall disappears when inactive
+ .float alpha_max, alpha_min;
+ .float fade_start, fade_end, fade_vertical_offset;
+ .float default_solid; // Variable to store default self.solid for clientwalls
-.string killtarget;
-
-.vector pos1, pos2;
-.vector mangle;
-
.float pain_finished; //Added by Supajoe
.float pain_frame; //"
.float crouch; // Crouching or not?
.float elos;
.float ranks;
++.string cvar_cl_physics;
++
.float init_for_player_needed;
.void(entity) init_for_player;
addstat(STAT_FROZEN, AS_INT, frozen);
addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
- // g_movementspeed hack
- addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
- addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
- addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
- addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
+ // physics
+ Physics_AddStats();
+ // new properties
+ addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
+ addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
+ addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
+ addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
+ addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
+ addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
+ addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
+ addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
+ addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
+ addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
+ addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
+ addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
+ addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
+ addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
+ addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
+
// secrets
addstat(STAT_SECRETS_TOTAL, AS_FLOAT, stat_secrets_total);
addstat(STAT_SECRETS_FOUND, AS_FLOAT, stat_secrets_found);